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    posted a message on Animation on damage

    Edit:

    Try this: with the splat: add this one.

    Event: Effect.BanelauncherDamage.stop action: Destroy

    It removes the baneling model just after the Damage is done. Adding another effect for the explosion animation will fix it.

    Also, changing it to start might be better looking as well.

    Posted in: Miscellaneous Development
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    posted a message on Animation on damage

    edit: I don't think I can trace this down yet. I have to make another one from scratch to avoid the clutter. I think using the Infestor's spawn infested terran's stuff will work best with this.

    Okay, I'm trying to understand what you actually want to happen. Do you want the spore crawler to throw live banelings? By live I mean alive banelings like in melee?

    Example, the sporecrawler will launch banelings eggs. The egg lands, the egg hatches, and then become baneling units, which then attack the targets?

    Or do you simply want to have the baneling model as a projectile?

    Knowing this will help a lot in what I'm suppose to be aiming for.

    Posted in: Miscellaneous Development
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    posted a message on Animation on damage

    sure.

    Posted in: Miscellaneous Development
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    posted a message on How to protect map with password?

    indeed. I would mostly honor those who would grant open source, even to only those who would request them. They're the sages of modding, but I wouldn't dislike others who finds the need to protect important.

    Especially when they're on the servers.

    I personally would share what I can to fellow modders.

    Posted in: Miscellaneous Development
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    posted a message on Changing unit Color?

    No other way to do it. Unless someone has already gone through the trouble of trying out validators or functions to change the unit's color.

    But it is the easiest way to go atm.

    Posted in: Miscellaneous Development
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    posted a message on How can I make a HT have a normal attack?

    Why not make an autocast spell and link it with the attack command? Having the ability not show up in the command card will also further it.

    I think abilities and attacks are roughly the same. Consider checking the Charge ability for reference.

    Posted in: Miscellaneous Development
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    posted a message on Animation on damage

    Try this:

    The first model (an impactFX) add it to the weapon actor's Impact Map+. The "none" one.

    Then the second model as a separate OneShotSpellFX with an actor that has events:

    Effect.<insert damage here>.start

    Also, with your current setup, try to check if your events have the term "At Caster".

    Posted in: Miscellaneous Development
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    posted a message on Adjusting Mutalisk Disperse Rate?
    Is this possible? Can we adjust how quickly mutas or any other air units break from being stacked?
    Posted in: Miscellaneous Development
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    posted a message on Animation on damage

    have you tried making your actor's model a OneShotSpellFX or an ImpactFX?

    Posted in: Miscellaneous Development
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    posted a message on Ability Button not showing?

    Try and check your Unit's Command Card + field. Choose a space and assign the ability.

    Also, try and check if the Ability is added to the Unit's Ability Field.

    By Unit's I'm referring to the root node of your unit looking at it from the Unit Tab.

    Posted in: Miscellaneous Development
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    posted a message on Ability that Adds Impact Effect to Weapon

    Edit: This has been solved.

    The Actor Event, that Effect+start thing, where we added a term ValidateUnit, must also have a term At, with Caster.

    Also, the HostSiteOperations must be given "SOpAttachCenter" or "SOpTargetPoint".

    Tested some SO's but they didn't work. Perhaps, some other SO's can work better.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Thanks MasterDinadan.

    Edit:

    Made the actor create the model when the attack Damage starts, but only if the validator is removed.

    The validator is of type UnitBehaviorCount, and has fields:

    Behavior: Zergund Enrage (this is the behavior of the ability "Zeal of the Akilae" which increases attack speed.) greater than or equal to and 1 as value.

    At the actor event, I used what you specified. Effect, and added the term "ValidateUnit"

    Used ValidateUnit instead of ValidatePlayer since I want the distortion animation to occur only when the ability's behavior is active (which is "Zergund Enrage").

    Here's what I think: - That ValidateUnit should work with a Validator like UnitBehaviorCount. My reason is that it's a unit validation, and then the validator is about that unit's behavior and the count of that behavior.

    The issue is that: If the validator is not there as a term in the events, the distortion happens. With the validator however, nothing happens.

    As an additional note, the Unit already has a default impactFX for its attack, and what I'm looking to accomplish is this:

    Without active ability: Normal stuff with it's impactFX. When Ability is Active: Both the impactFX above and the added distortion are created.

    I'm totally lost, and understanding how all these works, validators and such, will help a ton.

    Posted in: Miscellaneous Development
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    posted a message on Ability that Adds Impact Effect to Weapon
    How do you make an ability that makes the Zealot's weapon create an Impact animation? Say, if I click this ability it gives additional damage, and also makes the Zealot's attack display a distortion effect upon impact. Have you guys tried this one yet?
    Posted in: Miscellaneous Development
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    posted a message on AI Development

    @Sixen: Go

    Thanks man. How do I upload the files?

    Posted in: Project Workplace
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    posted a message on AI Development

    @Sixen: Go

    I just made one, but I'm making it a public one, so anyone can jump in and improve on the code.

    Posted in: Project Workplace
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    posted a message on AI Development

    This project was the one at DarkBlizz. Decided to put it in here, since this place feels more like home.

    Anyway, here's the code I am currently developing for the AI. You guys can use it, tinker with it, develop it further, or use it along side your own AI codes.

    Link.

    Posted in: Project Workplace
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