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    posted a message on Fire Trail

    I fixed it, it works. Thanks for the responses.

    Posted in: Data
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    posted a message on Fire Trail

     I do not know what combined field values are. The screenshots above are the 3 main components that build the ability (it excludes the apply behavior and damage effects)

    Posted in: Data
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    posted a message on Fire Trail

    I removed the persistent reference in the SA effect, but now the actor doesn't work unless I manually cast it, or make the periodic behavior issue a command.

     

    The actor works by creating when the persistent starts and destroying (normal) when the persistent stops.

    Posted in: Data
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    posted a message on Fire Trail

    Below is the behavior, persistent and search area. There's something among these that is breaking it...

    Posted in: Data
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    posted a message on Fire Trail

    I am attempting to create a trail of fire that follows a unit. I started by taking the High Templar psi storm and making a behavior apply it every 0.5 seconds but that doesn't seem to be working...

     

    How would I go about structuring such a passive ability?

    Posted in: Data
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    posted a message on Right Clicking Transport does not Load Units

    Allow Minimap and Show in Glossary, the default flags.

    Posted in: Data
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    posted a message on A.R.E.S. Morphing

    What about changing all the stats? Ability morph?

    Posted in: Data
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    posted a message on Right Clicking Transport does not Load Units

    Somehow one of the changes I made broke transporting units. For example, now one must have a Medivac selected and then right click each Marine individually, rather than select all the Marines at once and load them into the Medivac by right clicking. How to fix?

    Posted in: Data
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    posted a message on A.R.E.S. Morphing

     I want to create an ARES hero that can switch between the 3 modes available, each mode with different abilities, weapons and stats. How would I go about making the all of these change with a smooth morph animation?

    Posted in: Data
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    posted a message on [RESOLVED] Creating a teleporter pad...

    I did model swap via actor events, which worked fine. I rebuilt the unit from scratch and then everything started working fine, I have no idea what was going wrong before.

    Posted in: Data
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    posted a message on [RESOLVED] Creating a teleporter pad...

    RESOLVED! All that needed to be done was to change the unit height in the unit fields, and then that also ended up fixing the double life bar by covering it up perfectly.

     

    I'm attempting to fix some actor issues that I've previously had with a teleporter I made, and I simply cannot figure it out. I used a pylon as the parent and created the unit, changed the model and tada easy, right? No. First issue is that the actor spawns in the ground with a z offset of -0.2, something I tried to fix via actors using actor creation and unit birth. When the teleporter is changed from a destination teleporter to a source teleporter, it gets a behavior which swaps the model and is a marker for the actual teleportation, and doing the model swap has a random chance to either undo that initial z offset or keep it. The second issue is that is has TWO health bars. No where in the actor is a second actor attached, and even removing the creation model doesn't fix the issue.

     

    Any fixes?

    Posted in: Data
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    posted a message on Dealing with Starter Account Trolls

    It's very clear that Blizzard simply doesn't care about arcade, but I can't believe it didn't cross anyone's mind that lobby kicking and starter accounts having full access to arcade would be a problem. The fact that people can kick you out of the lobby of your own game simply shows how many fucks Blizzard gives about arcade in general, which is a big fat zero.

     

    To deal with this serious problem which is giving me one hell of a headache, I've been trying to make a trigger which kicks all starter accounts out of the game once it starts. I previously did this by checking for players with an account handle greater than 810000 something which worked quite well except for the fact that it also prevents any new players (genuine) with new accounts from playing. I searched for something that could potentially identify starter accounts from paid accounts and I found something called 'Player License Check', which works just as I hoped it would on single player, and only single player. It seems as though this condition is always false in public games, even if the selected user satisfies the license check conditions.

     

    Does anyone know how to detect starter accounts accurately in public games?

     

    Thanks in advance

    Posted in: Triggers
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    posted a message on (Solved) How to make a requirement that checks for two types of units? [Picture]

    Set the tech alias for both of the units to be the same, and then make the requirement count units through that alias (just search for the alias name in the count unit section).

    Posted in: Data
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    posted a message on Model not centered on unit

    The arcade machine model from the WoL campaign is not centered when you put it on a unit, it's something like 4 blocks distant from the center. How do I center it?

     

    Thanks

    Posted in: Data
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    posted a message on How do you change the height of custom status bars?

    Yes, it only affects the default status bar.

    Posted in: Data
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