I solved the LongRange Hyperspace not working, now it works fine. But now the Short Range almost works fine, except the ship will still Hyperspace to the on screen destination. Damnit!
The Validator is NOT what was wrong, it worked (and works) fine!
Here's what I had...
Behavior Name - Minimum Range Checker
Behavior - Validators (Remove) :: Hyper-Space False Fail (Combine)
Effect - Effect - Final :: Hyper-Space (Set Unbuff)
Effect - Expire Effect :: Hyper-Space Min Range (Unbuff)
Stats - Duration :: 2.000
The (Set Unbuff) was unbuffing ALL 3 buffs, the Entry Buff(main buff), the Dummy Exit Buff(when this is removed, creates an exit portal) and the Minimum Range Checker Behavior(featured above)
All I did was removed the Main Buff from the Set Unbuff, and now I can warp at long distance... and at short distances :(
If I have the Main(Unbuff) in the Set Unbuff, I cannot Hyper-space at all, and any long range attempts leave the Exit Dummy behavior on the unit.
I cannot figure out why it leaves the Exit Dummy on when all 3 should get unbuffed.
and I cannot figure out why it retains the Speed Behavior when it shouldn't.
Is any of this understandable? My head is about to explode!
Simple solution. Your actors have a field near the bottom, called Properties - Inherited Properties and Properties - Accepted Property Transfers. These both have flags for Opacity and Scale, try unchecking these.
If you attach actor X to a marine, who has scale 1, and you want actor x to have a scale of 2, well it normally sets all scales to 1 based on host.
Unchecking these will allow individual actors to have different scales, regardless of it's host.
Again, if you set Host unit to Opacity 30%, then all attachments will automatically be at 30%, unless you uncheck Opacity(for the attachment actor), and then set it to whatever you like. ;)
You could make a custom Footprint, 3x3 or whatever, depending on building size. Make it so only that building can be built on that footprint, and make that building un-buildable on other footprints. Clearly mark this footprint area on the map with a different colored square so that it stands out when your building is gone in-game.\
Take a look at how Zerg Buildings can only be built on creep, and its associated footprints.
I'm very much into Tech aswell, but I work in a god damned warehouse... the plus side to that, I got my license to operate 3 different machines that weigh 4 tons(8000 pounds), 2 and 1/2 tons(5000), and 2 tons(4000), back in November. Sure, I still deal with alot of the bullshit, but I really enjoy operating those machines ;)
I like it so much I'm looking into becoming a Heavy Equipment Operator to drive THE BIG BOYS around. Oh hell ya ;P
Just think of some of the Hollywood Stars. I can't name you names, but alot of them had real shitty jobs, like literally. Some were Janitors, others waiters, taco bell, you name it, some probably had to do that line of work.
You gotta keep your chin up, keep sending out resumes, never give up. Life is tough sometimes. Imagine if you got tech without even a struggle. You wouldn't appreciate it half as much.
Sometimes you discover something you like along the way.
I was originally planning on being a Network Analyst, but wtf did I know at 19? hahaha. Wasted 2 years on that shit. Since then I've just been working Warehouse, struggling to figure out what I really want to do. Leaning towards Heavy Equip.
You want your zergling to have a STRAFE weapon. You would have to make a new one, with the Weapon Type as Strafe. Most weapons are Legacy, IIRC. You put the Leash(distance the magazine unit travels from the 'Mother' unit) to whatever(this is in the Arm Magazine effect), and then for the Strafe Weapon, set the Stats - Range to 0.1(just like a zergling I believe) and then set the Stats - Loiter to something like 1. The Period and pretty much the other fields are up to you. LOITER is the distance/radius a Hangar/Magazine unit can travel FROM the target after it has attacked. Again, you give your zergling/hangar unit the strafe weapon.
If you notice in my video, the broodlings run around, making it look like a swarm of units everywhere. The interceptors go in, attack, fly away to get some distance. Same with my broodlings.
Setting your Loiter to 1 or whatnot will have your zergling remain close by to the enemy unit while the host/mother unit is engaged/within range.
Also, if you look at the carrier, it has a Weapon(create persistent effect -> use magazine effect) that is flagged 'Hidden', in the default Combat - Weapons + field, and the a secondary "dummy" Weapon(Use Magazine effect) that is placed in the UI - Equipment Array+ field of the Carrier unit.
base your weapon off the carrier(and the interceptor) and you will have more understanding of it.
Nice Kangaroo :)
then again, you don't necessarily need a strafe weapon, but it's an idea ;)
Increase the Prep Time on the ability to 0.8 seconds. SpellA has a 0.8 second animation, so at 0.8 seconds, he's on his knee/crouched.
You then will want to tweak the Actor Event in combination with the Prep Time on the ability if you want to adjust the exact timing. Takes alot of play testing but in the end it pays out with fluid animation.
The reason your Sniper gets stuck is because you have
Abil.Bazooka.SourcePrepStart
AnimPlay SpellA Spell,A PlayForever.
Playforever is your gremlin in this case. You don't need play forever because the Prep phase of your ability only lasts 0.1 seconds...
Add these 2 events to the actor aswell(be on the safe side).
MovementUpdate.*.Walk
AnimClear SpellA
MovementUpdate.*.Walk
AnimClear SpellC
Remove
Abil.Bazooka.SourceFinishStop
AnimClear SpellC
it's not needed.
Ok, and the last little info... to stop your ghost from 'popping' into 2 animations after he's done using bazooka.
You have Blend In and Blend out fields on the next 2 animations set to zero... -1 is default, I changed it back to -1 and it works fine now. Here's what those last 2 events hsould look like after you fix it.
Abil.Bazooka.SourcePrepStart
AnimPlay SpellA Spell,A
and
Abil.Bazooka.SourceFinishStart
AnimPlay SpellC Spell,C
NOTE::
Blend In
Blend Out
Time Variant
should all be -1 by default. Unless you know what you are doing, or setting up a complex animation cast chain, it's best to leave it as default.
msntbn and myself are starting to work on this now. Hopefully we can create something that's fun and new. We are going with the name Downfall TD. Originally the focus was going to be more on the Teleporting towers, but it seems that the Impact Events are making their presence known, haha. Teleportation is still in the game, however!
Thanks again for critique/ideas, it helped make this into something more.
0
Bumpy Bump, new problem, somewhat fixed.
Here's the problem!
I solved the LongRange Hyperspace not working, now it works fine. But now the Short Range almost works fine, except the ship will still Hyperspace to the on screen destination. Damnit!
The Validator is NOT what was wrong, it worked (and works) fine!
Here's what I had...
Behavior Name - Minimum Range Checker
Behavior - Validators (Remove) :: Hyper-Space False Fail (Combine)
Effect - Effect - Final :: Hyper-Space (Set Unbuff)
Effect - Expire Effect :: Hyper-Space Min Range (Unbuff)
Stats - Duration :: 2.000
The (Set Unbuff) was unbuffing ALL 3 buffs, the Entry Buff(main buff), the Dummy Exit Buff(when this is removed, creates an exit portal) and the Minimum Range Checker Behavior(featured above)
All I did was removed the Main Buff from the Set Unbuff, and now I can warp at long distance... and at short distances :(
If I have the Main(Unbuff) in the Set Unbuff, I cannot Hyper-space at all, and any long range attempts leave the Exit Dummy behavior on the unit.
I cannot figure out why it leaves the Exit Dummy on when all 3 should get unbuffed.
and I cannot figure out why it retains the Speed Behavior when it shouldn't.
Is any of this understandable? My head is about to explode!
To IRC I go, hopefully someone there can help.
0
@Nahotnoj: Go
Simple solution. Your actors have a field near the bottom, called Properties - Inherited Properties and Properties - Accepted Property Transfers. These both have flags for Opacity and Scale, try unchecking these.
If you attach actor X to a marine, who has scale 1, and you want actor x to have a scale of 2, well it normally sets all scales to 1 based on host.
Unchecking these will allow individual actors to have different scales, regardless of it's host.
Again, if you set Host unit to Opacity 30%, then all attachments will automatically be at 30%, unless you uncheck Opacity(for the attachment actor), and then set it to whatever you like. ;)
Hope that helps you.
0
@Sherlia: Go
You could make a custom Footprint, 3x3 or whatever, depending on building size. Make it so only that building can be built on that footprint, and make that building un-buildable on other footprints. Clearly mark this footprint area on the map with a different colored square so that it stands out when your building is gone in-game.\
Take a look at how Zerg Buildings can only be built on creep, and its associated footprints.
0
Dude I certainly feel you.
I'm very much into Tech aswell, but I work in a god damned warehouse... the plus side to that, I got my license to operate 3 different machines that weigh 4 tons(8000 pounds), 2 and 1/2 tons(5000), and 2 tons(4000), back in November. Sure, I still deal with alot of the bullshit, but I really enjoy operating those machines ;)
I like it so much I'm looking into becoming a Heavy Equipment Operator to drive
THE BIG BOYS around. Oh hell ya ;P
Just think of some of the Hollywood Stars. I can't name you names, but alot of them had real shitty jobs, like literally. Some were Janitors, others waiters, taco bell, you name it, some probably had to do that line of work.
You gotta keep your chin up, keep sending out resumes, never give up. Life is tough sometimes. Imagine if you got tech without even a struggle. You wouldn't appreciate it half as much.
Sometimes you discover something you like along the way.
I was originally planning on being a Network Analyst, but wtf did I know at 19? hahaha. Wasted 2 years on that shit. Since then I've just been working Warehouse, struggling to figure out what I really want to do. Leaning towards Heavy Equip.
0
@GePanda: Go
OK so took a look at the map.
You want your zergling to have a STRAFE weapon. You would have to make a new one, with the Weapon Type as Strafe. Most weapons are Legacy, IIRC. You put the Leash(distance the magazine unit travels from the 'Mother' unit) to whatever(this is in the Arm Magazine effect), and then for the Strafe Weapon, set the Stats - Range to 0.1(just like a zergling I believe) and then set the Stats - Loiter to something like 1. The Period and pretty much the other fields are up to you. LOITER is the distance/radius a Hangar/Magazine unit can travel FROM the target after it has attacked. Again, you give your zergling/hangar unit the strafe weapon.
If you notice in my video, the broodlings run around, making it look like a swarm of units everywhere. The interceptors go in, attack, fly away to get some distance. Same with my broodlings.
Setting your Loiter to 1 or whatnot will have your zergling remain close by to the enemy unit while the host/mother unit is engaged/within range.
Also, if you look at the carrier, it has a Weapon(create persistent effect -> use magazine effect) that is flagged 'Hidden', in the default Combat - Weapons + field, and the a secondary "dummy" Weapon(Use Magazine effect) that is placed in the UI - Equipment Array+ field of the Carrier unit.
base your weapon off the carrier(and the interceptor) and you will have more understanding of it.
Nice Kangaroo :)
then again, you don't necessarily need a strafe weapon, but it's an idea ;)
0
@zeropoints: Go
Increase the Prep Time on the ability to 0.8 seconds. SpellA has a 0.8 second animation, so at 0.8 seconds, he's on his knee/crouched.
You then will want to tweak the Actor Event in combination with the Prep Time on the ability if you want to adjust the exact timing. Takes alot of play testing but in the end it pays out with fluid animation.
0
OK so, no real reason why he should be doing that. I Can't seem to figure it out, played with alot of fields even. Hmmm,
0
@aczchef: Go
creating a new weapon is much more easily accomplished yet there are multiple tutorials for it...
0
Probably best if you post a map up or something.
Actor Events can be quite complicated, and there could be various little things wrong, so it's not a simple 'change this ONE FIELD' type of problem.
Most likely, though, it's got to do with an animclear or an animplay, some blend time, something!
0
@zeropoints: Go
I've already made the changes and tested it out. No more getting stuck pointing a gun, and no more popping.
0
@zeropoints: Go
I'll take a look in a few.
The reason your Sniper gets stuck is because you have
Playforever is your gremlin in this case. You don't need play forever because the Prep phase of your ability only lasts 0.1 seconds...
Add these 2 events to the actor aswell(be on the safe side).
Remove
Ok, and the last little info... to stop your ghost from 'popping' into 2 animations after he's done using bazooka. You have Blend In and Blend out fields on the next 2 animations set to zero... -1 is default, I changed it back to -1 and it works fine now. Here's what those last 2 events hsould look like after you fix it.
NOTE::
Blend In
Blend Out
Time Variant
should all be -1 by default. Unless you know what you are doing, or setting up a complex animation cast chain, it's best to leave it as default.
0
@Kueken531: Go
I know, but I knew what Delta was. I just copy/pasted the fields from Life > 3/4 validator and forgot to change the Type field.
0
@Sherlia: Go
I don't see why you had to test alot of variables. Why didn't you just copy my validator? You have it setup the same as I do...
EDIT: Oh. I put down max instead of delta ? Damn :| lol sorry about that.
0
@Kueken531: Go
hehe I love watching those beams move around in a seemingly random pattern. heheh. I still like it :P
0
msntbn and myself are starting to work on this now. Hopefully we can create something that's fun and new. We are going with the name Downfall TD. Originally the focus was going to be more on the Teleporting towers, but it seems that the Impact Events are making their presence known, haha. Teleportation is still in the game, however!
Thanks again for critique/ideas, it helped make this into something more.