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    posted a message on [Ability/Actor] Bouncing Missile Explosions Per Impact

    Wow. I'm sorry. I think the way that the Tychus Throw Grenade skill is set up by the actual game threw me off. I try not to create more stuff than I need, but it just didn't want to cooperate with the bouncing mechanic. 

     

    I created a model and a sound actor and linked them to the impact effect. It seems to work perfectly fine now. The explosion and sound happen on each bounce. 

     

    I do have one last question though please, should I be worried that the events I have for my model actor are red text? I have provided a screenshot with the post.

     

    Thanks! And happy new year :)

    Posted in: Data
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    posted a message on [Ability/Actor] Bouncing Missile Explosions Per Impact

    Hey! Thanks for responding. But I think my issue is different. The visual explosion and audio plays when the 'grenade' missile first hits the ground, but then I made it bounce using the bounce field, and when it hits the ground the second time, there is no explosion/audio. The damage still occurs, I think. but not the visuals. Not sure how to link an actor to it. The Tychus throw grenade action actor has the impact/sound included, and has in its events the message:

    Effect.BonesTossGrenadeDamage.Start

    => FromEffectTreeDescendant

      ActionImpact

     

    Which I assume means that when the damage effect occurs, the impact map/sounds will play. But for the second time the damage occurs (after the grenade bounces and hits the ground the second time), it doesn't happen again. And I'm not sure how to get it working. 

    Posted in: Data
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    posted a message on [Ability/Actor] Bouncing Missile Explosions Per Impact

    Hello,

     

    I am pretty new to the sc2 editor. I got to editing Tychus's Toss Grenade ability by going through the beginner intro tutorial pages on the official Starcraft site. However I ran into a hiccup. I want to change it so the missile bounces on the ground and explodes/deals damage each time. I changed the Bounce field on the Launch Missile effect of the Toss Grenade, so when I test it in-game, it actually bounces. I think it even applies damage both times it hits, however I can't seem to get the explosion/sound to actually appear the second time. I assume it has something to do with sending some sort of message for when impact = play sound/animation, but I don't know how to do it. Anyone got an idea?

     

    Posted in: Data
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    posted a message on Trigger to spawn drop pod with units

    hmmmmmmm. that sounds interesting. I'll try it out. Thanks for the explanation Zelda :D

    Posted in: Triggers
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    posted a message on Trigger to spawn drop pod with units

    ohh, so they don't come out? it's just creating two different units? well that makes everything much simpler.. Thanks guys.

    Posted in: Triggers
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    posted a message on Trigger to spawn drop pod with units

    For the beginning of my map, a unit has to come in via drop pod, i've been able to get the drop pod to drop via triggers, but i don't know how to make it spawn a unit or break down.

    Can anyone help me with this?

    Posted in: Triggers
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    posted a message on Problem with making weapon fire appear every time

    So I've basically given a firebat the Planetary Fortress Twin Ibiks Cannon as his default weapon.

    I've changed some stuff, including the rate of fire, which now is 0.8 seconds.

    Problem is, that explosion at the muzzle of the weapon doesn't appear every time he fires, only sometimes.

    anyone know how to fix this? i have a feeling it's just one or two fields that need to be tweaked.

    I've also given him the place auto turret ability, but when he places it, he leaves his hands up as if attacking.

    how do i shorten that animation so he just raises his hands, fires that auto turret ball, then immediately sets them back down?

    Posted in: Miscellaneous Development
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