I think I found the answer. I've been trying to get Kerrigan to play the animation "Attack 1" and she would always alternate between "Attack" and "Attack 1" which really pissed me off. Attack 1, she attacks with her wings... and I've found a way to make it only play Attack 1...
This might(probably will) work for your fidget animation, aczchef...
Here's the deal!
Normally, setting the AnimPlay, usually use "attack" and then "1(One)" in the dropdown menus... I tried using "Attack" and in the second drop menu I used "Variation 01"
Now whenever I use the ability, Kerrigan always uses her wings, and does not alternate between attacking with her hands or her wings.
See picture below if you don't follow.
Red = fails to force Attack 1
Green = always forces Attack 1
I got it working on the first shot, but a slight little problem
Demon Charge.
It casts a missile that looks like the Demon Warlock. on Impact, Stuns and Damages the target + teleports the warlock to the target...
the problem I have is that regardless of if I "Demon Charge" from above, below, left or right of the target unit, my Demon Warlock always ends up below the unit.
I've tried setting Target - Placement Arc from 0 to 360, I've tried many numbers(to me this appears like it should control where "around". My Warlock is always placed below. Any Idea how I can factor in the original launch location in relation to the 'landing' position??
Changed Impact Location + from Target Unit to Target Unit/Point, added a +1 Y offset in Impact Offset, and added 1 to Impact Range.
This made it work, except the target unit was no longer stunned or damaged.
Had to modify the Damage effect's
Target - Impact Location + to include the FIRST effect of the ability, basically from (None):(Target Unit) to ((Set Chain)):Target Unit
and did the same to the Apply Stun effect's Unit - Unit+ field, had to reference the first effect of the ability.
Now, I just need to add and modify all the visuals!!
OK, well I ended up solving my own problem after rebuilding my effects for Shadow Cleave from the ground up twice more, hahahahaa..... So simple it's stupid, and makes me wonder why I ever thought of trying to make it so complex, hahaha...
It hits the Target for 110 damage, and does a Search, finding 3 units, and dealing 110 each. Will not retarget a unit already struck by it(ie the main target) and if there are only 2 units total (Target + 1 other) it will not deal 220 each. Perfecto~
This looks like a bloated sac of flesh that has no limbs of any kind. It has 5 eyes (4 in the cardinal directions and 1 pointing straight up) It floats in midair and is able to move(and levitate) itself through sheer willpower. The most advanced Zerg "mind" still fully under the control of Kerrigan/The Hive.
It has an aura around itself. This shield increases all Zerg unit in many ways possible; Move Speed, Attack Speed, Damage, Armor, Sight range, Weapon Range.
This also unlocks various abilities for all Zerg units. Zerglings can move while burrowed, Banelings can jump great distances, Ultralisks can charge through its own unit ranks to reach the enemy without "pathing/collision" issues, Hydralisks gain enhanced reflexes, gaining a 25% chance to "dodge" attacks. ETC.
You mentioned Gundam Century for SC 1.07... I like you already! hahaha, that mod kicked so much ass!!!
Good Luck with your modding experience! It's a steep hill at first, but you will notice it steady's out after you learn some of the basics and get used to the editor.
Bi-pedal monstrosity with a tail that can be used for melee(spikes) and also has an opening near the tip, able to launch acid covered spines at aerial targets. Has a special 'septic bite' attack, poisoning and infecting the target unit which then spreads the disease to it's allies, weakening an entire regiment within seconds.
So basically you are saying Raynor's Super-Snipe is a 'traceline' spell? Since we see and can choose the path that the bullet goes? Except not up/down, obviously.
A giant Baneling with a giant spore-like cannon attached onto it's back that's only usable while burrowed. Launches long range baneling strikes on enemy buildings. Can self-detonate while unburrowed, causing a massive nuke-like explosion, also infecting the ground with acid pools, slowing down enemy advances. Great at holding chokes all on its own.
I remember being 4 and having an Atari, with a huge box filled with every atari game at the time(alot of them were crap, but a few of them I remember quite well!). I was born in 84, so this was in 88 when I remember playing my first games. After moving in 89, my parents picked up an NES. Let the addiction begin!
I only remember 2 atari games, and then the next game I recall playing was for the NES
Pitfall for the Atari
Chopper Command for Atari
Duck Hunt for NES
I know Pipe Dreams!!
Points if anyone knows the game T.I.M. (The Incredible Machine)
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@aczchef: Go
really?
Hmm, i'll do some testing tomorrow when I get back from work.
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@aczchef: Go
Bump!!
I think I found the answer. I've been trying to get Kerrigan to play the animation "Attack 1" and she would always alternate between "Attack" and "Attack 1" which really pissed me off. Attack 1, she attacks with her wings... and I've found a way to make it only play Attack 1...
This might(probably will) work for your fidget animation, aczchef...
Here's the deal!
Normally, setting the AnimPlay, usually use "attack" and then "1(One)" in the dropdown menus... I tried using "Attack" and in the second drop menu I used "Variation 01"
Now whenever I use the ability, Kerrigan always uses her wings, and does not alternate between attacking with her hands or her wings.
See picture below if you don't follow.
Red = fails to force Attack 1
Green = always forces Attack 1
0
Well shit, another problem.... my last ability.
I got it working on the first shot, but a slight little problem
Demon Charge.
It casts a missile that looks like the Demon Warlock. on Impact, Stuns and Damages the target + teleports the warlock to the target...
the problem I have is that regardless of if I "Demon Charge" from above, below, left or right of the target unit, my Demon Warlock always ends up below the unit.
I've tried setting Target - Placement Arc from 0 to 360, I've tried many numbers(to me this appears like it should control where "around". My Warlock is always placed below. Any Idea how I can factor in the original launch location in relation to the 'landing' position??
EDIT: HAHAHA I got it working!
Demon Form - Demon Charge (Launch)
Target - Impact Location + (None):Target Unit/Point
Target - Impact Offset (0,1,0)
Target - Impact Range 1
Changed Impact Location + from Target Unit to Target Unit/Point, added a +1 Y offset in Impact Offset, and added 1 to Impact Range.
This made it work, except the target unit was no longer stunned or damaged.
Had to modify the Damage effect's
Target - Impact Location + to include the FIRST effect of the ability, basically from (None):(Target Unit) to ((Set Chain)):Target Unit
and did the same to the Apply Stun effect's Unit - Unit+ field, had to reference the first effect of the ability.
Now, I just need to add and modify all the visuals!!
0
@BorgDragon: Go
OK, well I ended up solving my own problem after rebuilding my effects for Shadow Cleave from the ground up twice more, hahahahaa..... So simple it's stupid, and makes me wonder why I ever thought of trying to make it so complex, hahaha...
All I needed, was 1 Damage effect.
Combat - Amount 110
Effect - Chance 1
Effect - Death Blast
Effect - Flags Notification
Effect - Kind Spell
Effect - Response Flags Acquire, Flee
Effect - Total Maximum
Search - Area + (135):(3):(2):(0):(0):(1):((None))
Search - Exclude + ((None)|(None)):(Target|Caster)
Search - Maximum Count 3
Search - Search Filters Excluded: Self, Player, Ally, Neutral, Resource (Raw), Resource (Harvestable), Missile, Destructible, Item, Stasis, Dead, Hidden, Invulnerable
Search - Search Flags Same Cliff Level
Target - Impact Location + (None):Target Unit
It hits the Target for 110 damage, and does a Search, finding 3 units, and dealing 110 each. Will not retarget a unit already struck by it(ie the main target) and if there are only 2 units total (Target + 1 other) it will not deal 220 each. Perfecto~
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@PatchOne: Go
I'm quite fairly certain we all get that Charlie Sheen's pulling a fast one on most ppl...
It's quite funny. It's comedic genius at it's best.
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lol ok. So apparently Funny Or Die.com claimed copyright and youtube removed the video. So there's the link directly to it.
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@Beffyman: Go
Netherlisk
This looks like a bloated sac of flesh that has no limbs of any kind. It has 5 eyes (4 in the cardinal directions and 1 pointing straight up) It floats in midair and is able to move(and levitate) itself through sheer willpower. The most advanced Zerg "mind" still fully under the control of Kerrigan/The Hive.
It has an aura around itself. This shield increases all Zerg unit in many ways possible; Move Speed, Attack Speed, Damage, Armor, Sight range, Weapon Range.
This also unlocks various abilities for all Zerg units. Zerglings can move while burrowed, Banelings can jump great distances, Ultralisks can charge through its own unit ranks to reach the enemy without "pathing/collision" issues, Hydralisks gain enhanced reflexes, gaining a 25% chance to "dodge" attacks. ETC.
Broodling + Infestor
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@Tekaichi: Go
Hey there!
You mentioned Gundam Century for SC 1.07... I like you already! hahaha, that mod kicked so much ass!!!
Good Luck with your modding experience! It's a steep hill at first, but you will notice it steady's out after you learn some of the basics and get used to the editor.
0
@REDlandry: Go
Golialisk.
Bi-pedal monstrosity with a tail that can be used for melee(spikes) and also has an opening near the tip, able to launch acid covered spines at aerial targets. Has a special 'septic bite' attack, poisoning and infecting the target unit which then spreads the disease to it's allies, weakening an entire regiment within seconds.
Changeling + Diamondback
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@Gorandor: Go
Nobody ELSE?? LOL. Waiting for the right moment, Gorandor?? :P
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@Nahotnoj: Go
So basically you are saying Raynor's Super-Snipe is a 'traceline' spell? Since we see and can choose the path that the bullet goes? Except not up/down, obviously.
0
@TheAlmaity: Go
Thorling
A giant Baneling with a giant spore-like cannon attached onto it's back that's only usable while burrowed. Launches long range baneling strikes on enemy buildings. Can self-detonate while unburrowed, causing a massive nuke-like explosion, also infecting the ground with acid pools, slowing down enemy advances. Great at holding chokes all on its own.
Overlord + Tank
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@REDlandry: Go
I remember being 4 and having an Atari, with a huge box filled with every atari game at the time(alot of them were crap, but a few of them I remember quite well!). I was born in 84, so this was in 88 when I remember playing my first games. After moving in 89, my parents picked up an NES. Let the addiction begin!
I only remember 2 atari games, and then the next game I recall playing was for the NES
I know Pipe Dreams!!
Points if anyone knows the game T.I.M. (The Incredible Machine)
0
@s3rius: Go
Might still be stupid then :P LOL. Life's too short to worry about what I'll look like when I'm old. :P
I'll look old... that's all, hehe.
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http://www.funnyordie.com/videos/bfb12aea47/charlie-sheen-s-winning-recipes
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