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    posted a message on Attached Model doesn't rotate

    There is no 'on morph' event. Unless I missed it, I haven't seen anything that relates to morphing from one unit to another in the events. Currently I'm using TurretEnable to create the turret actor, and tried more TurretEnable event to destroy and create again, which didn't work. I tried using ActorCreation and Destruction, but that didn't do anything either (even when I picked the source name of the actor).

    Could you maybe give me the specific events I have to use? Also, does order matter in events or is that just something for the trigger editor?

    PS: Ability Morph does't work either btw.

    Posted in: Data
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    posted a message on Need a writer for your project?

    @EivindL: Go

    Oh, so not just for better writing but actual story brainstorming? I'm game if you'll have me.

    @Telenil: Go

    Sure. PM me and I'll see what I can do.

    Posted in: General Chat
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    posted a message on Attached Model doesn't rotate

    The upgraded tower has it's own turret already.

    Posted in: Data
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    posted a message on Attached Model doesn't rotate

    Can it be done in the data editor, or do I need to make it happen via triggers? I've tried looking at some of the triggers and I'm none the wiser as to what I should do.

    Help D:

    Posted in: Data
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    posted a message on Attached Model doesn't rotate

    I have this weird thing happening with a custom tower I made. I've used a duplicate of the photon cannon as base (duplicated only Actor and Turret) and called it Ion Cannon. I attached a small stargate model (actor) around it's floating orb via Host + [Subject] Ion Cannon (actor) and used Host Site Operations + for SOpAttachWeapon and a custom Local Offset. Added events in the model actor to create it when the turret was enable on the Ion Cannon and one to destroy it when the unit died. Also made a turret actor so the floaty orb would rotate when it aimed at something. Here's the weird part:

    If I preplace the turret, everything works fine. However, if I upgrade it through another turret (ie, Photon Cannon > Ion Cannon), the attached model doesn't rotate or bob up and down (but the orb still does) and just stays there, static. I used the Spire > Greater Spire morph ability to make the upgrade ability.

    Posted in: Data
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    posted a message on Remove (A) to attack on Command Card

    Just what I needed, thanks!

    Posted in: Data
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    posted a message on Remove (A) to attack on Command Card

    How do you remove the '(A) the [mouse click] to Attack' message on the command card on units/buildings that can attack?

    Posted in: Data
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    posted a message on Testing map loads forever

    Will do (I'm running windows 7 btw)

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Testing map loads forever

    Oh, I wasn't aware you could actually do this, lol. I tested my map a few times without closing Sc2 and it's loaded flawlessly. Thanks :)

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Change Weapon Firing Location

    Aaaaaand nevermind, I found out what the issue was.

    I tried changing the model of the invisible model to a marine to see if it was being created at all but when I tested I couldn't see any marine. This led me to believe that maybe my events were wrong and then I remembered my towers are not actually built in the traditional way like with a builder, but instead are upgraded from another building with a morph ability based on the Spire > Greater Spire. I looked around the list of event and couldn't find one which said Unit Morph or something of the like, so instead I used Turret Enable and picked the turret actor I made and voila, a marine was sitting on the gemstone (ouch). I switched the model back to the invisible one and now my Dark Shrine attacks from the tip of it's gemstone :D

    Many thanks for your help! You really helped me out :)

    Posted in: Data
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    posted a message on Testing map loads forever

    This isn't exclusive to when I try to test my maps, it's happened when I just try to launch the game itself to log in, but most of the time my game will just get stuck on the loading screen. Anybody have a fix for this? It's costing me a lot of time.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Change Weapon Firing Location

    Well I did everything you told me and it still doesn't work :\

    Posted in: Data
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    posted a message on Use entire road to walk

    @intanjir: Go

    Oh, well look at that, it works! Thanks for your help :)

    Posted in: Miscellaneous Development
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    posted a message on Use entire road to walk

    Well I looked through the triggers and I don't really understand how I can string multiple points for a unit to follow through. I did find the relative points trigger although I'm a bit confused as to what it does. Does it make a unit target a pre-placed point nearby or does it make the unit target someplace near the point relative to where it's currently standing? Kinda confused.

    One way I'm thinking of doing this is by have a location variable for that I used for each unit (maybe as an array - which begs the question: is there an inbuilt indexing system in sc2?) and using this variable to store a unit's location in relation to the center of the region it spawned in. Then maybe apply that same offset and angle to each point it passes to retain it's distance from the flanks of the road. It does sound overly complicated though. I can't think in simple ways >.<

    Posted in: Miscellaneous Development
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    posted a message on Use entire road to walk

    @intanjir: Go

    Well there's the thing: all my units are spawned one at a time and given a move order. Wouldn't that technically make each of them pass through the point before moving on to the next? Or will that work more or less the same way as if I told a group to go to that point?

    Posted in: Miscellaneous Development
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