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    posted a message on (Solved!) Animation for Ability cast Problem?

    @watterboy1: Go

    That's fine and all, but if you name it ATTACK, and then add a PREFIX/SUFFIX, the Prefix/Suffix won't show up when you select your ability through the actor dropdown... just the short, default name. If you add the prefix in the base name of the ability, it would show up as Abil.SaviorAbilityAttack.SourceCastStart.

    If you did call it Attack and added the prefix/suffix afterwards, try changing it to Abil.Attack2.Sourcecaststart

    Posted in: Data
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    posted a message on (Solved!) Animation for Ability cast Problem?

    @watterboy1: Go

    Make sure you are selecting the correct Attack ability... last I remember there's the generic Attack, and then you went and named yours Attack...

    Posted in: Data
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    posted a message on Razer Blade (amazing machine)

    laptop or desktop... I'll stick to my desktop and my 50 inch fucking monitor, thank you very much.

    Posted in: Off-Topic
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    posted a message on Disruption Web

    @CrazyTwigman: Go

    • Ability - Target
      • Effect - Create Persistent
        • Periodic Effect - Search Effect
          • Apply Behavior
    • Behavior
      • Disable Attacking
    • Actor Events+
    • Effect.Persistent.Start
      • Create
    • Effect.Persistent.Stop
      • Destroy
    Posted in: Data
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    posted a message on Request: A Stripped Down Lurker Spine

    Ah, completely forgot about this till now. I double checked and indeed it is just a different attack animation. I was thinking it would be a bit more complex but if you are only using 1 spine, then it does not need to be.

    All you would have to do is specify which spine is used.

    Like,

    • Effect.X.Start
      • AnimPlay Attack, Varation 00

    And for example if you have

    • Effect.X.Start
      • AnimPlay Attack

    it simply cycles through all variations randomly(or maybe sequentially, not like it matters)

    If your buddy rigged it all up thinking it was just 1 spine, that leads me to think that he would just have to add the 'Variation 00' or whichever variation you would need. There's only 3 actors for it so... shouldn't be too complicated or difficult to figure out which one to adjust.

    Hope that helps?

    Posted in: Artist Tavern
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    posted a message on Request: A Stripped Down Lurker Spine

    Lemme look into it later, but I'm 98% sure that you can specifically control the spines on the lurker attack spine and tell which ones to animate and whatnot. So you don't need a whole new model or anything. I'll PM you later if no one (like DrSuperEvil or Kueken531 or anyone else) beats me to it.

    Just need to use the proper actor events. :)

    Posted in: Artist Tavern
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    posted a message on Gather Troubles

    @nevjmac: Go

    Well I was responding mostly to the fact that it doesn't stop harvesting from a single patch once it begins.

    Have you tried giving the move ability to your building even though it cannot move? I dunno. I've not tried it before. Try the very basics(giving it stop and move commands, just not on the command card) and see if that works or helps.

    Posted in: Data
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    posted a message on Gather Troubles

    @nevjmac: Go Have you tried giving your building the "stop" ability?

    Try this effect chain out perhaps? From the top of my head, might or might not work.

    • Ability
      • Instant(auto cast, X + 0.5 seconds cooldown)
        • Set
          • Search - Mineral (5 Radius, TSRandom, Max 1 target)
            • Order - Harvest
          • Apply Buff (Harvest Building)
    • Buff
      • Duration X seconds
      • Expire effect
        • Order - Stop

    PROFIT?

    Posted in: Data
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    posted a message on Interceptors 3D

    Here's a place to start. Turned the Interceptor/Carrier into a Shuriken basically. The interceptors "dive" to attack it's target.

    It can be tweaked as needed. Just add in that Unit Compare.

    http://www.sc2mapster.com/forums/development/data/20475-shuriken/#p1

    Posted in: Data
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    posted a message on Warhammer 40 000 Mod

    Tyranids!

    Swarmlord?

    Swarmlord!?

    SWARMLORD!!!!!!!!!!

    Posted in: Project Workplace
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    posted a message on "Multiple PM" bug

    I just had it happen to me just now, first time. I got this PM 12 hours ago and I viewed it before leaving for work this morning. After work I was browsing the forums and everything was fine. I played some Bastion(Amazing Game BTW!!) and then I turned it off to go eat, but first I check my regular web haunts and I get 1 PM flashing... sure enough its the same PM from this morning. LOL. Same browser, cookies always enabled.

    As per amount of PMs... well... damn. DrSuperEvil PMs me the most, but I do get asked alot of questions/for help so... I dunno, right now I have like 3-4 pages of PMs, some of them are quite long threads.

    EDIT: It started flashing again after my edit lol.

    Posted in: General Chat
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    posted a message on Full Access to Lurkers! [Asset]

    Yes, I have fixed my map from an old version. This one is the final updated one. Also, the one I posted in your thread is also the final update. I just added the .V1 in this one to keep track of any update/bug fixes.

    Posted in: Data Assets
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    posted a message on Range actors invisible for enemies

    @Kueken531: Go

    I've just finished testing this...

    The Filters don't work. Setting the fog of war visibility to different options didn't work. Modifying the Inherited Properties for visibility didn't work...

    My only idea was to make a Validator of type "Player Alliance", "Player Compare" or "Player Type".

    I then modified the events as follows.

    • Behavior.Sensor.On
      • ValidatePlayer "PlayerAlliance"
      • Create
    • Behavior.Sensor.Off
      • Destroy

    I tried modifying the Validator for Player+ to Player Origin and OtherPlayer+ to Hostile, and vice versa, and many other combinations, but it mostly did nothing. It half worked when I loaded up the map and I could not see my own Sensor Tower Range Indicator, nor the enemy's Sensor Tower Range Indicator.

    But then again I only tried with "Player Alliance" validator type before I gave up.

    Posted in: Data
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    posted a message on Lurkers [SOLVED]

    @Terhonator: Go

    Those dependencies are absolutely fine. Those are usually the 3 dependencies I load on my maps. The only one that is absolutely necessary is Liberty(Campaign) (And I guess Liberty (Mod) as the default base)

    Posted in: Data
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    posted a message on Lurkers [SOLVED]

    @Lonami: Go

    Oh, that's an old bug. That's not happening in the update.

    Doubled checked it and everything is as per Zerg Standards. any available upgrades remaining at the Hydra Den grey out during the morph to Lurker Den, just like when upgrading from a Hatch to Lair, queen's grey out and whatnot.

    Posted in: Data
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