Do not bother with the trigger/camera hack, because it's a simple setting in the Sounds tab.
Select your sound(s) that is(are) fading out the further away from the sound's Point of Origin the camera is.
What you want to do is find Marine_AttackLaunch or Marine_AttackImpact in the sounds tab, then double click on the Mode field OR the Sound Assets+ field. They both open up the Sound Assets+ window, and that's what you want.
Select the sound file(s) ((Assets/Sounds/Terran/Marine/Marine_AttackLaunch#.wav)) one at a time, and change the Mode dropdown menu, from 3D World Relative to 2D
OK. I am unable to recreate your problem. When I click A then the 'big X'(overlords) it fires at EVERYTHING possible if they are in that 5 radius.
Tried mixing and matching, enemy units in lines, in circles, randomly placed... if they are in range, they all get shot regardless of which unit I order a "direct" attack on.
EDIT: Your weapon's arc is set to 0, so it will only begin shooting if there's a unit directly infront of it. However, if that is the case, it still can shoot behind itself.
Just set the Arc to 360.
Sorry about missing question 3 originally, lol. I quick read and sometimes miss other details/facts.
SO i took a peak, and it's very odd... everything is properly linked, I fixed the green text, fixed up the command card(2x Sentry Forcefield in the same slot, 3 unknown abilities in the same slot), then figured it would work... NOOP!
Also, it's odd that it just says "ERROR" in red. The ability is rigged to state "Must Target Unit" in case of an error...
Since I wasn't able to fix it how I did it, I won't bother posting the updated map since t seems to not matter.
If you want it to come down in 5, here are the exact numbers you should be using ( I used these numbers to make the video below)
Nuke (Persitent)
Initial Delay :: 3.7
Expire - Effect :: Nuke (Detonate)
Nuke (Detonate) This is a Persistent Effect aswell
Initial Delay :: 1.3
Initial - Effect :: Nuke (Damage)
Actors
Rising Nuke :: Animation Set Time Scale 1.2
Dropping Nuke :: No need for an animation time scale... but IF the timing is off, set it to 1.0(Mine has a AnimSetTimeScale 1.0 for this... I forget why. Either it was for a reason, or its just a copy/paste from Rising Nuke(aka redundant))
Unfortunately that's not alot of information at hand. It could be a number of things, really. Which model are you using as the missile? There's a video on youtube of a Battlecruiser that launches Bunkers as missiles so... technically you shouldn't have any trouble launching anything. I've launched Kerrigan as a missile, and I'm sure others have launched many models as missiles. kinda hard to say what could be going on.
AnimClear does exactly as you stated. Let's say you have your spell, and it's a "channeled" spell/ability. Well, it will play the animation for X duration. If you move during this Channel phase but did not setup an AnimClear to trigger on Movement, your unit will move around but be stuck in the Spells animation until the duration is done. Setting the AnimClear will make it so that your unit will stop/clear the spell anim and move as normal instead of 'sliding' around, stuck in the spell anim.
0
I've had this happen to me before.
Do not bother with the trigger/camera hack, because it's a simple setting in the Sounds tab.
Select your sound(s) that is(are) fading out the further away from the sound's Point of Origin the camera is.
What you want to do is find Marine_AttackLaunch or Marine_AttackImpact in the sounds tab, then double click on the Mode field OR the Sound Assets+ field. They both open up the Sound Assets+ window, and that's what you want.
Select the sound file(s) ((Assets/Sounds/Terran/Marine/Marine_AttackLaunch#.wav)) one at a time, and change the Mode dropdown menu, from 3D World Relative to 2D
That SHOULD be what you need. Let me know!
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@TheAlmaity: Go
There we go...
Challenge.... ACCEPTED! I'm gonna see what assets are available, and I'm going to try and go 1 step beyond Water Elemental.... ;P
EDIT: Oh damn, I just got a better idea!
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@ZeroZeroEight11: Go
OK. I am unable to recreate your problem. When I click A then the 'big X'(overlords) it fires at EVERYTHING possible if they are in that 5 radius.
Tried mixing and matching, enemy units in lines, in circles, randomly placed... if they are in range, they all get shot regardless of which unit I order a "direct" attack on.
Anyways, bed time for me.
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@ZeroZeroEight11: Go
... your... welcome?? O_o
EDIT: Your weapon's arc is set to 0, so it will only begin shooting if there's a unit directly infront of it. However, if that is the case, it still can shoot behind itself.
Just set the Arc to 360.
Sorry about missing question 3 originally, lol. I quick read and sometimes miss other details/facts.
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@ZeroZeroEight11: Go
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@coolcool1994: Go
I am on it!
....
LULZ WUT?
SO i took a peak, and it's very odd... everything is properly linked, I fixed the green text, fixed up the command card(2x Sentry Forcefield in the same slot, 3 unknown abilities in the same slot), then figured it would work... NOOP!
Also, it's odd that it just says "ERROR" in red. The ability is rigged to state "Must Target Unit" in case of an error...
Since I wasn't able to fix it how I did it, I won't bother posting the updated map since t seems to not matter.
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@grenegg: Go
Yes it is.
0
@DrSuperEvil: Go
If you want it to come down in 5, here are the exact numbers you should be using ( I used these numbers to make the video below)
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@MaNtEc0r: Go
Thanks :P
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@shocker455: Go
Unfortunately that's not alot of information at hand. It could be a number of things, really. Which model are you using as the missile? There's a video on youtube of a Battlecruiser that launches Bunkers as missiles so... technically you shouldn't have any trouble launching anything. I've launched Kerrigan as a missile, and I'm sure others have launched many models as missiles. kinda hard to say what could be going on.
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@Cortk: Go
Try SourceCASTstart
AnimClear does exactly as you stated. Let's say you have your spell, and it's a "channeled" spell/ability. Well, it will play the animation for X duration. If you move during this Channel phase but did not setup an AnimClear to trigger on Movement, your unit will move around but be stuck in the Spells animation until the duration is done. Setting the AnimClear will make it so that your unit will stop/clear the spell anim and move as normal instead of 'sliding' around, stuck in the spell anim.
0
http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#p1
Quite alot of info in that thread, might take a bit of reading.
0
http://www.sc2mapster.com/forums/development/data/20528-actor-fading-an-actor-in-and-out-with-timer-events/#p1
Basically it's all explained in there. Instead of fading the actor, you just make it tint. More colors = more timers.
0
@Eiviyn: Go
At least 7 doesn't have the asterisk then...
0
6 you noobs.... 6... and then Tactics... and then screw the rest of FF.
Or is that Tactics, and then 6... and then screw the rest of FF?
... 6 and Tactics tied!!