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    posted a message on Weekly Data Exercise #9 - High Templar Weapon

    @Reaper872: Go

    Sure I guess. You can use it as a weapon, or turn it into an ability and make it persist or something, pretty simple. The Simpler it is, the better it usually is.

    Posted in: Data
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    posted a message on Weekly Data Exercise #9 - High Templar Weapon

    @aczchef: Go

    You don't need to set a Z offset on certain effects, like Nuke, Adun's Charge(Editor Name)(I think this is what it's called, my lightning bolt), Planet Cracker... because they're already have a set Height. You just stretch the actors Z scale to make it taller, again which I did on my lightning Bolt.

    Posted in: Data
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    posted a message on Weekly Data Exercise #9 - High Templar Weapon

    @Reaper872: Go

    Just take a look at my map... mine is basically a lightning bolt coming down from the sky. You could just switch some graphics around, change the damage & add a search area and you could have Aiur's Tears.

    Posted in: Data
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    posted a message on Unit with the Forcefield model

    @EphemeralNight: Go

    Use the Search Function... There are at least 3 threads with this very problem, one of which was a week or so ago...

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    @aczchef: Go

    Why do I need a phoenix? Haven't you read any posts?

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    @aczchef: Go

    aaah lol. Apparently I forgot to attach my Hexalisk map :P

    Here it is.

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    @aczchef: Go

    • Use a SITE actor, not a Site Operation actor. Type : SITE.
    • Events + field should be simple, like UnitBirth.X -> Create and UnitDeath.X ->Destroy.
    • Hosting - Host+ field should be the actor that you are using that is the turret.
    • In the Action/Attack actor, set Target - Launch Site as this newly created SITE actor.

    Download my map and check out Desalisk Launch Site and Hydralisk Attack actors.

    GAAAH KUEKEN!!! X_X lol.

    Posted in: Data
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    posted a message on Previous WDE and Ideas

    @nevjmac: Go

    I'm thinking passives as in... passive upgrades kinda like in the campaign?? Not auras, but passives that if you have them, maybes changes how some of your spell(s)/attack(s) work... I dunno, to me I've got ideas for everything ;)

    Posted in: Data
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    posted a message on Infestor -Infested terrans ability

    @Nite01: Go

    First off, try changing Unit - Spawn Count field from 1 to 2 in the Infested Swarm (Create Egg) effect. Try that out... it will probably launch 1 egg, and then 2 are created, so...

    Second, make a new effect, type Persistent. call it Infested Swarm (Persistent), and add Infested Swarm (Launch Missile) into the Periodic Effect. Periodic Count 2, Period Durations 0.0000 and 0.2000, Periodic Offsets as 0,1,0(XYZ) and 0,-1,0(XYZ), leave every other field as default... ?

    Third, change Effect - Cursor Effect field of the ability to Infested Swarm (Persistent) from Infested Swarm (Launch Missile).

    This to me seems like it would be sufficient for it to launch 2 eggs and create 2 units. You might have some problems though... I could see it going wrong too, lol.

    Posted in: Data
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    posted a message on Custom Colossus unit -- legs do not move?

    @RCIX: Go Attaching a unit to another makes it display the first frame only from Stand(usually), and nothing else. Your attachment unit remains "frozen in time".

    You're going to have to make custom Events +

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    @aczchef: Go

    Take a look at the Zeus OP map... it's the other Uber Tank that has like...7 turrets in total? They all have their own firing points and all.

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    @nevjmac: Go

    Hey if someone wants to do Triggers and someone wants to do Weapons. I'll make the Ubers. LOL.

    And hell ya I like Ubers. Just cause they look cool as hell and there's nothing else like it around, hehe.

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    @aczchef: Go

    I loaded up all dependencies, then went into the Previewer, saw them in there, created models for them, then actors, then used them :)

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    @nevjmac: Go

    It's been a while but here's another Uber I started... I like making their looks and playing with attachments much more than giving them weapons ;)

    Embed Removed: https://www.youtube.com/v/P2hCyiundK0?fs=1
    • Loki Battlecruiser as the base unit
    • Plasma Battlecruiser as the underhull/front
    • Hurricane Battlecruiser as the 'head'
    • ARES as the 'Battle Tower'/Command Post, attached to Hurricane's head, offset used.
    • New Folsom turret(cannon version) as... a Cannon(zOMG REALLY!?), attached to the ARES.
    • Arcade Lightning Projector as a cannon, attached to Plasma Cruiser and placed in the middle 'ring'.

    Some Ideas for weapons/abilities/animations>

    • Animate the Plasma Cruiser with 'Talk Victory' while Loki animates 'Stand Work End'
      • Result: Loki 'leans/dips forward' close to a 30 degree angle with the front pointing down, the Plasma Cruiser's front splits open and animates the central 'cannon'. Launch the 'Arcade Lightning Projector' as a missile, nuke-like effect?
    • ARES... omg so many weapon possibilities with all its different modes of attack.
    • Folsom Turret as a super beam? Single Target killer, any distance(visible requirement) capable.
    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    @RCIX: Go

    That is a possibility... You might just have to offset the TurretZ attachment on the Z to +X.

    Posted in: Data
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