DrSuperEvil, yes and no. I can however, make 2 invisible rotating actors, one that goes right, one that goes left, for example, attach them to the same point, and just "switch" attachment points mid animation.
My Uber Tank does that alot. It creates the "closed" version on Tank birth, when I hit the morph button, it destroys it, recreates it on the morphing unit, plays the animation, destroys it when the morph is over and re-creates a third one on the siege tank. Basically it's the same thing in reverse.
Create : Unfreeze/Freeze rotation : destroy : create on second rotating actor: Unfreeze/Freeze : Destroy : Create final
EDIT: I don't know why I hadn't thought of that earlier Kueken, but I realized I had already done something somewhat in that direction. I've got a rotation on my Uber Templar which I attach some actors to. Except I used a turret.
Vid of my Uber Templar in progress! And ya, I have a few too many Ubers in progress, lol.
I did look at the rest but it seemed to be pretty standard, nothing stuck out and made me go "oooh". Yea, I hear you about source/caster/target/unit origin... they always referenced the interceptor for me too. I had my beam attach underneath the colossus and it wouldn't move, haha.
I too have looked for some way to move attachments and whatnot. It would really make one of my ideas to use the SuperCraneAdvanced possible. As it sits though, the SuperCraneAdvanced only has like 5 attachment points and they all suck.
I'm going to be trying to pivot and rotate some attachments for my Third Mode. I want the attachment to be created first, and THEN rotate... I'm just hoping throwing in/modifying explicit rotations will be somehow possible after the attachment is made. We'll see after I am completed with the first 2 modes & weapons, I guess.
Funny you should mention deck creation. That's the reason I don't buy Duels of the Planeswalkers. MTG is all about making your own deck, not playing with pre-made ones(unless of course you're starting out for the first time, sure, use a starter deck, but eventually they all make their own).
Oh, another game that's looking better and better, is Marvel VS Capcom 3. They just revealed 2 more characters, Mike Haggar and
I really like that Uber Colossus! It almost looks like you used my Interceptor/Hangar ability idea. Very nice! I'm definitely going to be checking your map out now :)
@Kueken531: Go
I thought you did use the single guns and cannon additions and actually found a method to make them appear as if they are part of an animation xD. That would be great.
What do you mean, single guns and cannon additions? Tell me more, and I'm quite confident I can make anything appear as part of an animation? ;) I'm really liking attachments, so I'll definitely give it a shot.
:: Just looked at your beam actor and I did the same damn thing, but mine wouldn't work. I fking hate beams. I'm sticking with missiles from now on. X_X
Postal 3 = Postal 3. Not Portal 2. Go look up Postal. And laugh at the Kitty Silencer. hehehe...
Anyways, I too am a HUGE fan of Bioware, but I've kinda been moving away from them since ME1. Dragon Age was alright, definitely was enjoyable, but I think Achievement whoring on X360 really took its toll on me. In general, I still haven't even played ME2, DA:O, Assassin Creed 2 & Brotherhood. In less than 1.4 years I achieved over 66k gamerscore, and for what? Half the games I didn't enjoy because I moved on to the next so quickly and I felt like I was wasting 60$ of my money to play a game for 6-20 hours for 1k score... where as back in the day, on my PS1 with Final Fantasy Tactics, I cycled that 99 hour save-clock several times on 1 savefile alone. I must have put in 3 solid summer months of FFT, nerding it up and poaching 99 Ribbons(which meant raising a minimum of 99 of 1 of the rarest monsters), level blasting my characters to a perfect 99 all stats / 999 health and mana / 97 brave / 3? Faith on every single character.
I'm glad I got rid of my X360 over a year ago, but I still feel that... void... games mostly still don't make me want to play them for 30 hours straight anymore.
I recently picked up The Witcher Enhanced Edition for dirt cheap on Steam and also picked up Neverwinter Nights 2 for cheap on Steam as well(loved NWN1). My fave Bioware game of all time still remains as Baldurs Gate 2 and the expansion, Throne of Bhaal.
Witcher 2 looks good, aswell. Also looking forward to the Warhammer games, Space Marine and the expansion, Retribution, to Dawn of War 2.
Just do what you can. Challenge 2 clearly states this should stack indefinitely if possible. If you don't feel like using more than 1 behavior or something, make use of some clever model swapping/re-scaling to a max of like 5 or something.
Again, it's an exercise/challenge for fun. Do what you can, learn some stuff, become better, and come back to it in a few months. Maybe the solution is extremely simple. That's how I finally made my Slip Stream ability.
Building upgrade costs are cumulative. They stack. So if Farm 1 "unit" has a cost of 200 to make, and you want the upgrade from farm 1 to farm 2 to cost 150, you input building cost for the Farm 2 "unit" as 350. Do not input a cost on the ability itself.
Take a look at the Hatchery/Lair/Hive. In game, Hatchery is 300/0, Lair is 150/100 and Hive is 200/150. Yet in the editor, Hatchery is 300/0, Lair is 450/100 and Hive is 650/250 cost.
This will double the current unit scale by 2 every time one of those behaviors are added on. With 2 of these, the unit is 4 times larger than normal. With 3, 8 times larger.
If you only have Behavior X, and it lasts 5 seconds, the unit remains at the new scale even if the behavior expires. Re-applying Behavior X again will NOT increase the scale again. Once per behavior only.
Best bet is to experiment, probably with something like 1.2 scale, or 1.1 if there will be alot of behaviors.
@ Kueken:: I'm using the Lost Viking game's Viking Gun Side(4 unfolding cannons) and Viking Homing Missiles(cockpit), aswell as the simple Antenna attachment. Meshing each Cannon version's morph was a pain(Actor Events) and probably took the longest to setup properly. The best was when I realised I didn't need 4 attachment offset actors, just 2( 2 use 1, the other 2 use a different one) so that cut down on alot of crap.
@ nevjmac:: Hahaha. It's going to have even more weapons than what you see... the Siege Mode's Ultimate weapon will be awesome! And where it shoots from... that's going to be the best part about it!
Will also have 1 ability in Tank mode(aside from Enabling the Super Tank Cannon), will be a detector while in Tank mode, in Siege mode, will also be a detector and will also have... that terran reveal spell thingy that will be REQUIRED for use in conjunction with the Siege Super Weapon(minimum range 25.... O_O.
Also planning a third morph which will be completely ridiculous. Haven't decided on the final morph, but I have 2 ideas I could use. Won't implement both, however. God talking about it makes me want to work on it some more! LOL.
Nice Siege Stack! Pretty cool how they all fire independently.
On a side note, I'm just going to post a progress video on my Uber unit that morphs... none other than a siege breaker! It's alot more work than I had originally planned, aswell. Attachment points on the TankMercenary, SiegeTankMercenary, and SiegeTankMercenaryMorph actors are slightly off... like, Head attachment on SiegeTank and SiegeTankMorph are off... one is higher and further back, so I have to take that into account otherwise the attachments will "slide" and "pop" into position after the morphs are complete... it looks funny, and you can clearly see this happening in the video with the Cockpit and Antenna.
All I've completed(100%) on this Uber are in relation to the Cannon while in Tank, Siege, and Morph Mode(to siege and to tank).
For the cannon alone, I need 6 actors. That's not really that bad really, considering 4 are Model Additions and 2 are Offsets, but what really is a pain is the Events for the 4 Model Additions! Keeping track of what does what and when and how it should start and which unit and which ability is starting or finishing is quite hard to keep track of.
Now that the cannon is working as intended(well, in respect to Morphing - haven't added in the "super cannon morph" ability in tank mode yet), I think it will be much easier and much quicker to complete the rest.
If your unit has 6 turrets and each turret has the same weapon, just copy the weapon 6 times, call it 'Turret Gun 1' 'turret gun 2' etc. You now have 6 separate weapons on your unit, even if they do the same damage effects and whatnot.
You check these 6 weapons as "hidden" then you make 1 new dummy weapon that you would throw into the Equipment Array part of your unit.
If you have no idea what I am talking about, take a look at the Merc Battlecruiser. It has 4 separate weapons but only 2 show up in the game UI. All 4 are hidden but are replaced with a respective Equipment Array.
0
@thegameplayer: Go
Give it some Zergbull!
0
Throw that boomerang onto a stalker with blink, no cooldown blink to be specific, hehehe. Just blink around and decimate an entire group of units.
0
@Kueken531: Go
Kueken! That's a great idea.... =D
DrSuperEvil, yes and no. I can however, make 2 invisible rotating actors, one that goes right, one that goes left, for example, attach them to the same point, and just "switch" attachment points mid animation.
My Uber Tank does that alot. It creates the "closed" version on Tank birth, when I hit the morph button, it destroys it, recreates it on the morphing unit, plays the animation, destroys it when the morph is over and re-creates a third one on the siege tank. Basically it's the same thing in reverse.
Mode : Destroy : Create : Animation : Destroy : Create
I would do the same thing here
Create : Unfreeze/Freeze rotation : destroy : create on second rotating actor: Unfreeze/Freeze : Destroy : Create final
EDIT: I don't know why I hadn't thought of that earlier Kueken, but I realized I had already done something somewhat in that direction. I've got a rotation on my Uber Templar which I attach some actors to. Except I used a turret.
Vid of my Uber Templar in progress!
And ya, I have a few too many Ubers in progress, lol.
0
@Kueken531: Go
I did look at the rest but it seemed to be pretty standard, nothing stuck out and made me go "oooh". Yea, I hear you about source/caster/target/unit origin... they always referenced the interceptor for me too. I had my beam attach underneath the colossus and it wouldn't move, haha.
I too have looked for some way to move attachments and whatnot. It would really make one of my ideas to use the SuperCraneAdvanced possible. As it sits though, the SuperCraneAdvanced only has like 5 attachment points and they all suck.
I'm going to be trying to pivot and rotate some attachments for my Third Mode. I want the attachment to be created first, and THEN rotate... I'm just hoping throwing in/modifying explicit rotations will be somehow possible after the attachment is made. We'll see after I am completed with the first 2 modes & weapons, I guess.
0
@ZealNaga: Go
Funny you should mention deck creation. That's the reason I don't buy Duels of the Planeswalkers. MTG is all about making your own deck, not playing with pre-made ones(unless of course you're starting out for the first time, sure, use a starter deck, but eventually they all make their own).
Oh, another game that's looking better and better, is Marvel VS Capcom 3. They just revealed 2 more characters, Mike Haggar and
0
I really like that Uber Colossus! It almost looks like you used my Interceptor/Hangar ability idea. Very nice! I'm definitely going to be checking your map out now :)
@Kueken531: Go
I thought you did use the single guns and cannon additions and actually found a method to make them appear as if they are part of an animation xD. That would be great.
What do you mean, single guns and cannon additions? Tell me more, and I'm quite confident I can make anything appear as part of an animation? ;) I'm really liking attachments, so I'll definitely give it a shot.
:: Just looked at your beam actor and I did the same damn thing, but mine wouldn't work. I fking hate beams. I'm sticking with missiles from now on. X_X
0
@wOlfLisK: Go
Postal 3 = Postal 3. Not Portal 2. Go look up Postal. And laugh at the Kitty Silencer. hehehe...
Anyways, I too am a HUGE fan of Bioware, but I've kinda been moving away from them since ME1. Dragon Age was alright, definitely was enjoyable, but I think Achievement whoring on X360 really took its toll on me. In general, I still haven't even played ME2, DA:O, Assassin Creed 2 & Brotherhood. In less than 1.4 years I achieved over 66k gamerscore, and for what? Half the games I didn't enjoy because I moved on to the next so quickly and I felt like I was wasting 60$ of my money to play a game for 6-20 hours for 1k score... where as back in the day, on my PS1 with Final Fantasy Tactics, I cycled that 99 hour save-clock several times on 1 savefile alone. I must have put in 3 solid summer months of FFT, nerding it up and poaching 99 Ribbons(which meant raising a minimum of 99 of 1 of the rarest monsters), level blasting my characters to a perfect 99 all stats / 999 health and mana / 97 brave / 3? Faith on every single character.
I'm glad I got rid of my X360 over a year ago, but I still feel that... void... games mostly still don't make me want to play them for 30 hours straight anymore.
I recently picked up The Witcher Enhanced Edition for dirt cheap on Steam and also picked up Neverwinter Nights 2 for cheap on Steam as well(loved NWN1). My fave Bioware game of all time still remains as Baldurs Gate 2 and the expansion, Throne of Bhaal.
Witcher 2 looks good, aswell. Also looking forward to the Warhammer games, Space Marine and the expansion, Retribution, to Dawn of War 2.
0
@aczchef: Go
Just do what you can. Challenge 2 clearly states this should stack indefinitely if possible. If you don't feel like using more than 1 behavior or something, make use of some clever model swapping/re-scaling to a max of like 5 or something.
Again, it's an exercise/challenge for fun. Do what you can, learn some stuff, become better, and come back to it in a few months. Maybe the solution is extremely simple. That's how I finally made my Slip Stream ability.
0
@TwoDie: Go
Building upgrade costs are cumulative. They stack. So if Farm 1 "unit" has a cost of 200 to make, and you want the upgrade from farm 1 to farm 2 to cost 150, you input building cost for the Farm 2 "unit" as 350. Do not input a cost on the ability itself.
Take a look at the Hatchery/Lair/Hive. In game, Hatchery is 300/0, Lair is 150/100 and Hive is 200/150. Yet in the editor, Hatchery is 300/0, Lair is 450/100 and Hive is 650/250 cost.
0
@aczchef: Go
hmm, maybe do model swapping? Looks like its time for you to think outside the box ;)
0
@aczchef: Go
This will double the current unit scale by 2 every time one of those behaviors are added on. With 2 of these, the unit is 4 times larger than normal. With 3, 8 times larger.
If you only have Behavior X, and it lasts 5 seconds, the unit remains at the new scale even if the behavior expires. Re-applying Behavior X again will NOT increase the scale again. Once per behavior only.
Best bet is to experiment, probably with something like 1.2 scale, or 1.1 if there will be alot of behaviors.
0
@ Kueken:: I'm using the Lost Viking game's Viking Gun Side(4 unfolding cannons) and Viking Homing Missiles(cockpit), aswell as the simple Antenna attachment. Meshing each Cannon version's morph was a pain(Actor Events) and probably took the longest to setup properly. The best was when I realised I didn't need 4 attachment offset actors, just 2( 2 use 1, the other 2 use a different one) so that cut down on alot of crap.
@ nevjmac:: Hahaha. It's going to have even more weapons than what you see... the Siege Mode's Ultimate weapon will be awesome! And where it shoots from... that's going to be the best part about it!
Will also have 1 ability in Tank mode(aside from Enabling the Super Tank Cannon), will be a detector while in Tank mode, in Siege mode, will also be a detector and will also have... that terran reveal spell thingy that will be REQUIRED for use in conjunction with the Siege Super Weapon(minimum range 25.... O_O.
Also planning a third morph which will be completely ridiculous. Haven't decided on the final morph, but I have 2 ideas I could use. Won't implement both, however. God talking about it makes me want to work on it some more! LOL.
0
Nice Siege Stack! Pretty cool how they all fire independently.
On a side note, I'm just going to post a progress video on my Uber unit that morphs... none other than a siege breaker! It's alot more work than I had originally planned, aswell. Attachment points on the TankMercenary, SiegeTankMercenary, and SiegeTankMercenaryMorph actors are slightly off... like, Head attachment on SiegeTank and SiegeTankMorph are off... one is higher and further back, so I have to take that into account otherwise the attachments will "slide" and "pop" into position after the morphs are complete... it looks funny, and you can clearly see this happening in the video with the Cockpit and Antenna.
All I've completed(100%) on this Uber are in relation to the Cannon while in Tank, Siege, and Morph Mode(to siege and to tank).
For the cannon alone, I need 6 actors. That's not really that bad really, considering 4 are Model Additions and 2 are Offsets, but what really is a pain is the Events for the 4 Model Additions! Keeping track of what does what and when and how it should start and which unit and which ability is starting or finishing is quite hard to keep track of.
Now that the cannon is working as intended(well, in respect to Morphing - haven't added in the "super cannon morph" ability in tank mode yet), I think it will be much easier and much quicker to complete the rest.
Oh ya... I'm also planning a third mode... =D
0
@Kildare88: Go
If your unit has 6 turrets and each turret has the same weapon, just copy the weapon 6 times, call it 'Turret Gun 1' 'turret gun 2' etc. You now have 6 separate weapons on your unit, even if they do the same damage effects and whatnot.
You check these 6 weapons as "hidden" then you make 1 new dummy weapon that you would throw into the Equipment Array part of your unit.
If you have no idea what I am talking about, take a look at the Merc Battlecruiser. It has 4 separate weapons but only 2 show up in the game UI. All 4 are hidden but are replaced with a respective Equipment Array.
0
@Kildare88: Go
Set Stats - Backswing to 0 for all the weapons?