Hello, I am trying to use the lurker's missile to remake its attack on my burrowed ultralisk. For now I am using the Flamethrower attack as my duplicate but of course the lurker's missile isn't showing up. It seems to have a attachment point for each spine, and I would greatly appreciate some help in getting my events to show every spine thrusting from the ground.
title should be "Let's increase periodic interval on hellion's attack"
Lurker's attack is same as hellions, except hellion's attack is instant (periodic interval between search is 0 seconds).
This is not the hard part. The hard part would be making the animation for it. You would have to trigger (actor - event) an actor for every persistent effect points the attack affects. I mean it's not hard to implement but can you imagine how ugly it would look? Unless you make 20+ persistent effect points.
ah I see what you mean with rileystarcraft's tutorial, zifoon, thanks to both of you for the help and I found the lurker missile under the effect models.
Hopefully I can get it working with your tutorial riley!
I ran into a little bump it seems the lurkermissiles go off in random directions, but if i use another effect model, say sunken's missile it lines up perfectly. So I'm guessing it has something to do with the lurkermissile having multiple attack animations? does anyone know how to line them up?
I ran into a little bump it seems the lurkermissiles go off in random directions, but if i use another effect model, say sunken's missile it lines up perfectly. So I'm guessing it has something to do with the lurkermissile having multiple attack animations? does anyone know how to line them up?
Wouldn't this whole thing be easy if you just used a region, and whatever was in that region when the unit who has the weapon attacks would take damage? I assume it couldn't be too hard, the only things I can tell you now is that the region must be the width of a marine with the height of the amount of spines.
Combining triggers and weapons/abilities would prob make this easier imo.
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Hello, I am trying to use the lurker's missile to remake its attack on my burrowed ultralisk. For now I am using the Flamethrower attack as my duplicate but of course the lurker's missile isn't showing up. It seems to have a attachment point for each spine, and I would greatly appreciate some help in getting my events to show every spine thrusting from the ground.
I believe somewhere in the tutorials someone made a tut on how to make a similar ability, maybe use it as a basis?
title should be "Let's increase periodic interval on hellion's attack" Lurker's attack is same as hellions, except hellion's attack is instant (periodic interval between search is 0 seconds). This is not the hard part. The hard part would be making the animation for it. You would have to trigger (actor - event) an actor for every persistent effect points the attack affects. I mean it's not hard to implement but can you imagine how ugly it would look? Unless you make 20+ persistent effect points.
http://rileystarcraft.blogspot.com/2010/05/tutorial-how-to-create-shockwave.html
Not sure what you mean by Lurker missile though, my copy of the beta doesn't have any lurker art assets in it.
@RileyStarcraft: Go
ah I see what you mean with rileystarcraft's tutorial, zifoon, thanks to both of you for the help and I found the lurker missile under the effect models. Hopefully I can get it working with your tutorial riley!
I ran into a little bump it seems the lurkermissiles go off in random directions, but if i use another effect model, say sunken's missile it lines up perfectly. So I'm guessing it has something to do with the lurkermissile having multiple attack animations? does anyone know how to line them up?
Wouldn't this whole thing be easy if you just used a region, and whatever was in that region when the unit who has the weapon attacks would take damage? I assume it couldn't be too hard, the only things I can tell you now is that the region must be the width of a marine with the height of the amount of spines.
Combining triggers and weapons/abilities would prob make this easier imo.