I have to agree with Builder_Bob. I've made a Queen able to transfuse on the move without stopping, turning, or even slowing down. Transfuse is a targetted ability. Key Flag was Transient.
I am trying to finish off my Uber Tank, but here's a VERY WEIRD bug with my weapon.
First things first: minimum range 20, max range 500, 20 period. blah blah.
now the weird part.
If I have the weapon on the Tank, in Tank mode, it can use the weapon, no problem. Weather it uses the Siege Tank turret or not, it can fire.
If I have the weapon on the Tank, in Siege mode, it will not use the weapon. Either target is too close or target is out of range. Weather or not its on the Siege Tank (Sieged) turret or not.
Uh... can anyone help?
This weapon is my Uber Tank's Siege Mode ultimate weapon, so it's got to work while Sieged. I've spent the last hour tweaking everything imaginable. It just won't work!!
I believe it is not possible to setup the Actor Events+ to run certain events from triggers.
So basically your trigger keeps 'firing' repeatedly, so it creates a new Actor every time you move the mouse...
my only idea for you, since you use triggers, is maybe to seek help in the trigger forum?
I don't know much myself, but there should be a some kind of way to tell the trigger to only create 1 at mouse position and then move the actor to follow your mouse point.
Like
if DialogButton pressed & actor not detected; create
if actor is detected; stop create actor trigger & move actor to mouse point
As you can tell I do not do triggers at all, but from what I understand this should be possible in some fashion.
Again, make a post in the Trigger forum or PM a Mod to have the thread moved?
Create a new Actor, based on Sound, Parent SoundOneShot, or something like that. I'm doing this from the top of my head, so bear with me. Make sure you like a sound file to this actor.
In the events, have this:
SoundDone
Destroy
Weapon.Custom.AttackStart
Create
If there's a sound bug or something, try adding this third event:
Technically the Interceptor IS the Carrier's weapon. You control the carrier. If the Carrier is attacking, the Interceptor is attacking. They're linked together.
What you could do is create a behavior that periodically does a search, and this search effect triggers a launch missile effect or whatever if a target is found. Distance is still limited by the Interceptors, though. But at least when the Carrier is moving through a group of enemies(IE Not Attacking) the behavior will be constantly searching and triggering the launch effect, making the appearance that the interceptors are attacking.
Well, I've completed the animations and actors for the Prime (Uber Tank), except there's a weird little flicker going on when Unsieging... it seems like you see the unmorphed Siege Tank with extended Cannons for a fraction of a second(just the once) when the Unsiege starts, it's annoying me but there seems to be no reason it should be doing that.
The "sliding/jumping" attachments do not seem to be completely fixable. I modified those offsets by 0.# and even 0.0#, hell even tried 0.00# and it always slides or jumps after the morphs are finished.
Ahwell, it's pretty damn cool. I've only got to make... 6 custom weapons with missiles and whatnot, aswell as 2 abilities(1 custom 1 duplicate/customized) and then it's done. The "Prime 3" mode as I am codenaming it won't be a priority just yet, though I do have plans! Crazy plans oh boy!
Oh ya, I got rid of that stupid Antenna! GRRR is all I have to say about that stupid thing, lol.
If you attach your custom SOp(Offset) to a Siege Tank's 'center', when your tank moves and comes to a stop, your tank will do the stop animation and your attachment won't move at all... it looks ridiculous especially depending on where you ultimately want your attachment since the tank comes to a stop and the momentum carries the weight slightly to the front and then back to neutral (think of a car stopping at a light, weight transfer).
If you attach your custom SOp(Offset) to a Siege Tank's 'weapon', your attachment will move and rotate with the turret, and will also be included in the stop animation because the turret/tank come to a stop... looks much more realistic.
I did however notice that the Siege Tank Merc, Siege Merc Morph, and Siege Mode Merc's attachment locations are slightly off from each other so that the attachments will 'slide' toward their "new" attachment point, even if it's 0.25 away, it's extremely noticeable and annoying.
How about posting your map, if you like? I can take a look at it... take a look at my YouTube channel (link in my sig) to check out all the attachment work I do. Checkout the Hulking Horror, Uber Tank, Overseer Weapon 2 and Overseer Weapon 4. I don't have any problems with my attachments anymore.
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I have to agree with Builder_Bob. I've made a Queen able to transfuse on the move without stopping, turning, or even slowing down. Transfuse is a targetted ability. Key Flag was Transient.
0
Big Old Bumpety Bump
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@PiercingGoblin: Go
if your constructing unit is unable to reach the middle of the building, perhaps increase the "Stats - Range" field in the Ability?
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I am trying to finish off my Uber Tank, but here's a VERY WEIRD bug with my weapon.
First things first: minimum range 20, max range 500, 20 period. blah blah.
now the weird part.
Uh... can anyone help?
This weapon is my Uber Tank's Siege Mode ultimate weapon, so it's got to work while Sieged. I've spent the last hour tweaking everything imaginable. It just won't work!!
0
@DragonGuard1989: Go
I believe it is not possible to setup the Actor Events+ to run certain events from triggers.
So basically your trigger keeps 'firing' repeatedly, so it creates a new Actor every time you move the mouse...
my only idea for you, since you use triggers, is maybe to seek help in the trigger forum?
I don't know much myself, but there should be a some kind of way to tell the trigger to only create 1 at mouse position and then move the actor to follow your mouse point.
Like
if DialogButton pressed & actor not detected; create
if actor is detected; stop create actor trigger & move actor to mouse point
As you can tell I do not do triggers at all, but from what I understand this should be possible in some fashion.
Again, make a post in the Trigger forum or PM a Mod to have the thread moved?
0
@DragonGuard1989: Go
try those out instead of using Source Cast Start or Source Cast Stop. This should also cover unit death and unit movement.
From what you wrote, it seems it's an instant cast, Area of Effect, so this should be good for what you want.
0
@Keyeszx: Go
Create a new Actor, based on Sound, Parent SoundOneShot, or something like that. I'm doing this from the top of my head, so bear with me. Make sure you like a sound file to this actor.
In the events, have this:
If there's a sound bug or something, try adding this third event:
That's the basics.
0
@Vietman: Go
Find the Void Ray beam actor(s), modify the Events + and add this...
Same deal with missiles.
the 1.0 = HDR. A higher HDR makes it more... 'brighter'. It creates like a super glow the higher HDR it is.
Not all models can be tinted correctly. Not many beams can be tinted black. White color = default.
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@NoMan4Hire: Go
What, your tank has no morph?! ;) Nice Tank BTW, I likes!
oh an my tank is called Prime :)
The WDE's are technically always active. You can just post your work in any of the threads if you just started doing these, you know?
Have fun :)
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@Kildare88: Go
Technically the Interceptor IS the Carrier's weapon. You control the carrier. If the Carrier is attacking, the Interceptor is attacking. They're linked together.
What you could do is create a behavior that periodically does a search, and this search effect triggers a launch missile effect or whatever if a target is found. Distance is still limited by the Interceptors, though. But at least when the Carrier is moving through a group of enemies(IE Not Attacking) the behavior will be constantly searching and triggering the launch effect, making the appearance that the interceptors are attacking.
0
Well, I've completed the animations and actors for the Prime (Uber Tank), except there's a weird little flicker going on when Unsieging... it seems like you see the unmorphed Siege Tank with extended Cannons for a fraction of a second(just the once) when the Unsiege starts, it's annoying me but there seems to be no reason it should be doing that.
The "sliding/jumping" attachments do not seem to be completely fixable. I modified those offsets by 0.# and even 0.0#, hell even tried 0.00# and it always slides or jumps after the morphs are finished.
Ahwell, it's pretty damn cool. I've only got to make... 6 custom weapons with missiles and whatnot, aswell as 2 abilities(1 custom 1 duplicate/customized) and then it's done. The "Prime 3" mode as I am codenaming it won't be a priority just yet, though I do have plans! Crazy plans oh boy!
Oh ya, I got rid of that stupid Antenna! GRRR is all I have to say about that stupid thing, lol.
0
@Builder_Bob: Go
Instead, make the Force Field 'unit' use the invisible model, and attach the force field to the 'invisible' force field.
0
@BudSMoken: Go
Take a look at how High Templars have their shadows made when they move. Just choose your custom model or whatever, and then just swap it out.
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GET ME A RESULT! lol XD
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@NoMan4Hire: Go
Depends what you mean, exactly.
If you attach your custom SOp(Offset) to a Siege Tank's 'center', when your tank moves and comes to a stop, your tank will do the stop animation and your attachment won't move at all... it looks ridiculous especially depending on where you ultimately want your attachment since the tank comes to a stop and the momentum carries the weight slightly to the front and then back to neutral (think of a car stopping at a light, weight transfer).
If you attach your custom SOp(Offset) to a Siege Tank's 'weapon', your attachment will move and rotate with the turret, and will also be included in the stop animation because the turret/tank come to a stop... looks much more realistic.
I did however notice that the Siege Tank Merc, Siege Merc Morph, and Siege Mode Merc's attachment locations are slightly off from each other so that the attachments will 'slide' toward their "new" attachment point, even if it's 0.25 away, it's extremely noticeable and annoying.
How about posting your map, if you like? I can take a look at it... take a look at my YouTube channel (link in my sig) to check out all the attachment work I do. Checkout the Hulking Horror, Uber Tank, Overseer Weapon 2 and Overseer Weapon 4. I don't have any problems with my attachments anymore.