• 0

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

    @RCIX: Go

    He used a persistent with 2 offsets, fires 2 missile at the offsets(Target Point). On impact does damage at Target Point and each impact launches a missile directed at Target Unit, doing damage x 2 at target unit.

    Posted in: Data
  • 0

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

    @RCIX: Go

    Nope. You can only move the TurretZ attachment and there's some oddities. There's a post in this thread about it... maybe one of the first few posts where the Turret gets moved.

    Posted in: Data
  • 0

    posted a message on Removing leviathan tentacles?

    @SewTwo: Go

    Yes you can remove the Tentacles, all of them, from the Leviathan. I used the Leviathan body without tentacles to make my Hulking Horror.

    Embed Removed: https://www.youtube.com/v/uUjA7ZMCxG8?fs=1

    All you have to do is find 'Leviathan' in the Actors list, then go into the Events + field. You will see multiple entries like

    • ActorCreation
      • Create LeviathanTentacleA(and B/C/D)

    Just remove these messages and there you have it, no more tentacles.

    I noticed an odd bug that sometimes it wasn't enough to just remove the messages, especially if you also remove the Abil.BioPlasmid and Abil.BioStasis actor events, that all the events would come back. What you do in that case is create a new Event and leave it as

    • ActionDamage
      • ActionImpact

    and it stops this bug from popping up.

    Posted in: Data
  • 0

    posted a message on Ability animations

    @zeropoints: Go

    If no one has written anything more detailed, I'll write you up a little tutorial in like... 7 hours or so. I, am going to bed!

    Posted in: Data
  • 0

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

    @RCIX: Go

    That looks really cool RCIX, nice effect! And here's your video :)

    Embed Removed: https://www.youtube.com/v/dE4qqaLDlSw?fs=1
    Posted in: Data
  • 0

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

    I was going to call it a Desalisk, but I'm too lazy to look it up and its been a while and whatnot since I read about it on BNet forums, so I changed the name to Hexalisk, even though in the map everything is named "desalisk" and whatnot.

    Spine Crawler Base, Tentacle ripped off, Hydralisk turret. Scale increase, GO!

    Embed Removed: https://www.youtube.com/v/PcUGKHE36qQ?fs=1

    I used one of the maps to base my Hexalisk on. Stupid me... I open the trigger section up and go 'Oh crap, there's no triggers'... and couldn't figure out how the "turret top" was removed, until I looked into the Actor in the base file, haha. Good stuff.

    I don't know about you, but I think the potential for Tower Variety(looks) just went through the roof. Wonder who's going to make the first 'crazy turret' Defense game where nothing is as it seems, haha.

    Posted in: Data
  • 0

    posted a message on ability that uses mouse position?

    @caspersc: Go

    Well, if you want to cast it like, Psionic Storm the ground, no. If you want it to cast... Feedback(actual target) without need of the hotkey or the interface, Smart Cast allows this.

    Posted in: Data
  • 0

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

    @Builder_Bob: Go

    Builder_Bob, you are currently my hero. =D

    Posted in: Data
  • 0

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

    @Lilianna: Go

    That is bad ass.

    So I decided to modify EVERY turret and well, LOL, some odd results.

    • Mothership becomes invisible, the entire actor is detached and floats on its side and remains in it's spot regardless, but the unit moves on the minimap and the cloak effect follows the invisible unit. You can use both Recall and Vortex just fine.
    • Colossus well, they don't have that giant head.
    • Photon Cannons lose the sphere, Missile Turrets just lose the top.
    • Crawlers look pretty cool... wasn't someone trying to make a Desalisk? I remember reading that thing had 6 legs, and I think the Crawler bases look pretty cool.
    • Planetary Fortresses look plain as hell.
    • Pylons lose most of the actor, just the crystal and a tiny bit of protoss plating remain.
    • Warp Prisms in phase mode are invisible, no actor anywhere.
    • Phoenix are invisible, no actor anywhere.

    Both Phoenix and Warp Prism cannot be re-selected after a random amount of time/selection, even if you can see their health bars.

    Posted in: Data
  • 0

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

    @Lilianna: Go

    What Aczchef wants is exactly what I wanted... a turretless tank. I already did what you said to do... removed the 'turret' from the Combat - Weapons+ field. That was the first thing I did... The Turret is still quite visibly there on the siege tank... I saw somewhere on SC2Mapster someone used a TURRETLESS Siege Tank. I'll have to search for it, it would seem.

    ........

    So I found the Turretless Siege Tank and it has no animations.... almost. Attack causes it to do the 'force knockback' effect that regular tanks have, you can see a slight movement. Walk animation doesn't spin the wheels, and the attachment points 'jump' from 1 spot to another and then back real fast on certain animations...

    • sigh*
    Posted in: Data
  • 0

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

    My turret won't remain on the unit. It disappears after 3 seconds in game. Everytime I edit 1 small thing, the editor crashes. It just crashed 7 times in 3 minutes. I'm done. Fucking turrets. It doesn't crash if I do other stuff. Stupid turrets.

    Don't know if I'm going to bother continuing with turrets. Having to reload the editor, and then the map over and over is just too annoying.

    Posted in: Data
  • 0

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

    @Lilianna: Go

    I can't figure out how to get rid of the turret on the tank... I disassociated the turret with the weapon, modified the actor Si Ta Turret to NOT include enabling Siege Tank Turret aswell, and the turret is still there...

    Are you certain you can simply just do it that way???

    EDIT: @ Kueken you don't actually need a TurretZ attachment to rotate stuff... I've managed to attach a turret to 'Tassadar' on the Origin attachment point, and then attached a ModelAddition to the turret and made the turret constantly spin. I add this turret to the Unit's Combat - Turrets field, and NOT the Combat - Weapons + field and everything works great. Check my youtube video for the Uber Templar/Adun(can't remember whats its called but should be one or the other) and you can see the spinning Model.

    Posted in: Data
  • 0

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

    @Lilianna: Go

    For real? I always throught the Turret was part of the tank... I mean when you load the tank in the previewer it comes with the turret and all. I just thought the turret actor & turret object controlled the movement independently. Thanks for letting me know, I'll look into it ;)

    Posted in: Data
  • 0

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

    @Kueken531: Go

    LOL Nice Kueken, I like it lol. You shoulda had a few more of them and then made them able to crush marines by rolling over them at the same time, hahaha would be even more epic.

    EDIT:: Anyone know where I can find that turretless Tank? Any turretless tank, wether its regular or merc?? =D

    If I can get a turretless tank, I'll be working on a second map quite possibly.

    Posted in: Data
  • 0

    posted a message on load/unload transport problem

    @caspersc: Go To have a Cargo, you must give your unit the Load/Unload ability, and regardless wether you give buttons on the command card, it can still pick up or drop off units by right clicking onto the ship or right clicking the Cargo's wireframes.

    If you give your landed Hercules the Load/Unload ability, but not the flying Hercules the Load/Unload, it will 'unload' all cargo immediately when morphing, regardless if you set Cargo to 0, 1 or 26000.

    I once made a Hercules that could land. One thing I couldn't get to work is only picking up/dropping off units while landed. That was quite a while back, but in hindsight I probably could have used a validator on the ability checking for unit height(in this case, checking the Hercules height).

    You might want to try that.

    Posted in: Data
  • To post a comment, please or register a new account.