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    posted a message on timer

    @Reaper872: Go

    ...

    Behavior, infinite duration, drains x% life every X periodic. Weapon, set effect(Damage & Modify Unit), Heals X life every time it kills. Validate the Modify Unit with Unit Death:Target.

    This should do the job.

    Posted in: Data
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    posted a message on Upgrade Ideas

    @Segento: Go

    .... LOL. *shakes his head and walks away*

    Well before I walk away, lol, Hydralisk should, in my opinion, have their Starcraft1/Broodwar Move Speed upgrade. Drop the Hydra Armor upgrade... they're pretty slow and useless off creep, so giving them a move speed bonus is good.

    Lurkers, increased their attack range from 6 to 9 as an upgrade, drop the damage upgrade from this. Also, instead of Burrow Move Speed for Lurkers, just give them a Faster Burrow Speed, that way they get to attacking even faster, maybe???

    Obverse Incubation might be a little overpowered for a no-money game... get 4 zerglings for the cost of 1 larva and no minerals...

    Stronger Tether is a good idea but rename it to something like Enduring Parasite or something. Drop Thinner Tether.

    Each bounce of a Glaive Wurm does less damage than the one before it... 5 bounce would be useless, as would a 4 bounce. Maybe an upgrade that shoots a delayed second Glaive Wurm that targets a second unit but only bounces once.

    Mommaship maybe gets a larger Cloak Radius and... Hardened Shields?? Mwuahahahahahaa.... Larger Cloak Radius and slight Move Speed upgrade.

    Posted in: Project Workplace
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    posted a message on [Data] Persistent Effects

    @Titanisdrb: Go

    Yes you can use these to delay effects. Place your search in Effect - Initial, then add X amount in Initial Delay period. On creation of the persistent, it will wait X seconds before going through the list of effects.

    Posted in: Tutorials
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    posted a message on Custom Weapon Logic Correct?

    @XenophanesFX: Go

    2 words: Psionic Storm

    take a good look at how Psi Storm works, then just add a missle and make it trigger on Missile Impact.

    Posted in: Data
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    posted a message on GENDER Poll

    My gender isn't available as a selection, WTF.

    Posted in: Off-Topic
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    posted a message on Using the Force field model for a unit doesn't work?

    @RCIX: Go

    Oh, here's an idea/thought. Make sure your forcefield model is set to NOT inherit Opacity. Just look for the Inherit fields, usually the last ones, and uncheck Opacity. That might help you out.

    What message are you using for the Opacity anyways? The default UnitBirth.Dummy -> Opacity 0 ?

    Posted in: Data
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    posted a message on Need help..basic stuff :(

    Here's an attached map I made. This has been floating on the forums for awhile but this version is slightly updated and whatnot(general fixes like uncancelable Lurker Den upgrade is now cancelable). Fully functional lurkers, also gave the Hydra their SC1 movespeed upgrade, Lurker attack range is upgradable, and Zerg Missile Weapons and Zerg Ground Carapace now upgrade the lurkers properly.

    Do / take whatever you want to / from this map.

    Posted in: Data
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    posted a message on Using the Force field model for a unit doesn't work?

    @RCIX: Go

    What you do is create a base unit(like a marine) for your force field with X amount of HP and whatnot. Set it up with whatever stats, but certainly it must have no Move speed and no turning rate.

    Next is to set the opacity of the base unit, not the force field. :: UnitBirth.BaseUnit ->SetOpacity 0

    After that, create a ModelAddition actor, using the model of the Force Field and attach the force field to the base unit using this actor message :: UnitBirth.BaseUnit -> Create

    Give the proper footprint so that it can still block units. Change the force field ability to create your base unit at the target point. Add a behavior on the base unit that checks periodically for Massive, Ground units, if it validates, Kill Base Unit effect(simulate Colossus/Ultra/... thor? stepping and destroying force fields. Also this behavior should last however many seconds a Force Field usually lasts and the expire effect is Kill Base Unit, same as the effect from the above Search.

    Posted in: Data
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    posted a message on Using the Force field model for a unit doesn't work?

    @RCIX: Go

    This has been gone over before. The model itself is weird in some way. I got a SOMEWHAT 'selectable/targetable' force field unit working before.

    Here's some links to other posts about this, found by using the Search bar...

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

    @D1000: Go

    Actually you should check the file you posted. The Behavior is set to have a maximum stack count of 10, not 5. That's where I got the #10 when I added the info to the video.

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

    @D1000: Go

    It would still make it overpowered, lol. Like if you gave control of your HT to your ally and you just focused on macro... he could coordinate and charge up every one of his units and then just walk into a base :P

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

    @D1000: Go

    You just filter out Ally and Player in the weapon filters. Now your weapon cannot be used against yourself or allies.

    Posted in: Data
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    posted a message on [] Call of Duty Black Ops []

    @OneTwoSC: Go

    Ahh. Well actually in Black Ops there's a Theater mode, where you can view your... I dunno 10 or so last matches played in full, you can load them even days later. I got the triple claymore in that match, quit the server after I got my XP & money, loaded fraps and the map video and recorded it. I don't record Black Ops while playing because quite literally I am not that great, I just like to play it because matches are 5-10 minutes long, and I can just finish a round/match and leave afterwards, where as if I play an RPG like The Witcher or NWN2, usually I like to devote at least an hour or more(usually more) in 1 session.

    That was the first time I really went 'Damn I should put that on youtube' lol.

    Posted in: Off-Topic
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    posted a message on [] Call of Duty Black Ops []

    Anyone here play a bit of Black Ops? I do, on PC obviously, and I'm not very good. However, I do get a triple claymore kill :)

    Embed Removed: https://www.youtube.com/v/4nm_EpeyRJ4?fs=1

    Do any of you got any cool clips of your own??

    Posted in: Off-Topic
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    posted a message on upgrade

    @silvermage: Go

    First you need an upgrade, the only important thing in the upgrade is having the Upgrade - Affected Unit Array point to the unit you want to "unlock" this weapon to.

    Second, the requirement, of Tech Type: Ability. In there, you set it up under the USE folder, Count Upgrade, your upgrade, Completed.

    Third, the ability. Set it up however you need to, and in the Abilities - Commands + field, set the Requirement for Execute as the above requirement, and State set to available.

    Fourth, the unit. Ability - Abilities + field, give him the ability. Ability - Command Card +, give him the ability, make sure Requirement is set to none.

    Also be sure to add the upgrade to your structure that uses the upgrade.

    That should be all.

    Posted in: Data
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