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    posted a message on How to make medic use their heal animation when attacking with an added weapon

    Added a simple weapon to the medic so they don't just run mindlessly into enemy lines and die, only problem is the attack anim for the weapon does not trigger so she simply stands there while pistol fire comes out of her stationary arm

    My goal is to have her lift her arm up the way she does in the heal animation, how would I go about getting that to work?
    I don't really need the heal beam animation, just her lifting her arm, but if they are tied together I wouldn't care either way I just want any attack to have the medic in an A move ball feel less suicidal
    (Right now she just has a duplicate of the marine weapon but far weaker)

    Posted in: Data
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    posted a message on Giving Liberator a multishot effect to shoot multiple air units at once?

    Basically, giving liberator an effect similar to Valkyrie in brood war where they shoot a barrage of 6 missiles that hit 6 different units.

    I've tried:
    1.Changing period count to 6 but that just makes 6 missiles hit one unit.


    2.I've tried adding the liberator's weapon 3 times but in testing it only showed the singular weapon and no extra rockets fired(I don't care about the UI, I just want the rockets to spread out, I added the weapons in the unit tab but maybe there is something else I was meant to do to make this work?

     

    3. Making a seperate search effect that searches a radius of 6 with 6 target possibilites, adding the liberator's AA attack as the effect and making that the liberator weapon's main effect, and the liberator simply stayed put...

    I'm all out of ideas on how to get this to work, anyone know a way to make this happen?

    Posted in: Data
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    posted a message on How to make Ultralisk step over units in an extension mod?

    Ah extension mods have no such option, but thank you for trying to help, seems it was just an issue with the mod being overwritten by multiplayer patches, adding in Multi(mod) in the dependencies fixed it.

    Posted in: Data
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    posted a message on How to make Ultralisk step over units in an extension mod?

    I'm having trouble getting a data change to stick, mainly for the ultralisk to walk over small units like the aberration and colossus does.
    I copied the collision from the colossus and he should only interact with structure and other colossus, yet in testing and usage of the extension mod it does not work.
    No matter what I change it seems he collides with the units anyway and retains the original collission.
    Very frustrating as most tutorials on doing so suggesting doing what I've already done.

    I feel like something is overriding the change somehow, as I even tested giving the ultralisk NO COLLISION, at which I assume he should simply just phase through units and building but this does not work.

    Anyway I've rambled enough, does anyone have any ideas as to what's going on with that?
    (The setting I changed was movement(Collide))

    Posted in: Data
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    posted a message on How to update data editor to reflect current patch?

    it worked! For a second it didn't but it just took a reload of the map and everything was how it should be.
    Thank you for the assist, before that I was just testing the map constantly to check the patched stats to modify from, very tedious, cheers. 

    It should be loaded lower than Void(Mod)? correct?
    I have it
    void(mod)
    void(multimod)
    I'm assuming whatever is lower overwrites the data?

    Posted in: Data
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    posted a message on How to update data editor to reflect current patch?

    Created a new mod, used legacy of the void as the base, when I play with the mod it accurately uses LoV data, however, within the data editor itself, the names and values are often very outdated;
    Ability names are using older versions from other WoL or HoS, 

    So is there a way that I could make the editor actually reflect the current patch of LoV?
    Things like, ghosts having sniper instead of steady targeting, or costing 200/100 instead of 150/125

     

    These little inconsistencies make it tedious to balance the mod I'm working on, because I don't know if I'm changing something that has already been drastically changed

    Posted in: Data
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