Sorry but I was not really talking about that matter. They are already operating exactly as you said. Sorry for my foolish misunderstanding. My bad.
My question is about the turrets, not the weapons. The problem is that the two tanks' turrets' movement is synchronized together which seems not very natural. I want them to move respectively and individually. Is it possible by the way?
No, I didn't. Do you mean those turrets should be moved together just like diamondback's turrets and the video? Can you give me the link to that tutorial?
Sorry for my bad English.
So I just attached 2 Siege Breakers on the Hyperion and made them work. (They are shooting nukes instantly)
But as you see those siege tank turrets are always facing the exact same direction even when they are attacking, and only except when they are idle for a long time.
And this is such a pinprick for me and I want to make them work separately, and face the different direction wherever they are going to shoot, not hurriedly following each other like that.
I also searched for some other videos and example maps in which they did pretty much same thing as me but their turrets were doing same thing as this one too.
How should I solve this?
I made a unit by copying and modifying missile turret and virophage and the missile turret thingy was modified to be an ordinary moving attacker unit, and the virophage is another defence structure for Zerg. If there are ONLY missile turrets on the field, there is no problem to drag and select it properly. But if there are one or more other units such as marine inside a selection box(idk how do u call it), the game only selects marine, ignoring every missile turret thingies in the area.
Virophage's problem is quite different. If I try to drag and select a normal units inside the base includes virophage, it ignores every units and selects only virophage.
I found that using skill level system which is able to develop in data module is really annoying and not very effective. Can we modify the certain fields in data such as effect chance, attribute bonus, etc using trigger action?
You're saying that, not to insert the tag directly to the text but using the XML in it? How exactly? I thought that we can use some tags in the text values through just typing, not using the XML stuffs.
i have simple question and this is what i want to make(sry for the bad english) :
displaying the player's name combined with their clan(that HotS have started to support its system)'s name like, [Clan's name]/[Player's name] or something.
everyone knows that we can get the name of the player but not clan's, right? i'm not sure if it's even possible.
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@Spoolofwhool: Go
No, they are completely separate. They are using totally different weapons and turrets.
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@DrSuperEvil: Go
When they are attacking. As you see in the video they are always facing the same direction when they attack.
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@DrSuperEvil: Go
Sorry but I was not really talking about that matter. They are already operating exactly as you said. Sorry for my foolish misunderstanding. My bad. My question is about the turrets, not the weapons. The problem is that the two tanks' turrets' movement is synchronized together which seems not very natural. I want them to move respectively and individually. Is it possible by the way?
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@DrSuperEvil: Go
No, I didn't. Do you mean those turrets should be moved together just like diamondback's turrets and the video? Can you give me the link to that tutorial?
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bump
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D: ...?
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Sorry for my bad English. So I just attached 2 Siege Breakers on the Hyperion and made them work. (They are shooting nukes instantly) But as you see those siege tank turrets are always facing the exact same direction even when they are attacking, and only except when they are idle for a long time. And this is such a pinprick for me and I want to make them work separately, and face the different direction wherever they are going to shoot, not hurriedly following each other like that. I also searched for some other videos and example maps in which they did pretty much same thing as me but their turrets were doing same thing as this one too. How should I solve this?
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Looking forward to it; still waiting! Would you mind to release the beta version or something?
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beep, bad English alert!
I made a unit by copying and modifying missile turret and virophage and the missile turret thingy was modified to be an ordinary moving attacker unit, and the virophage is another defence structure for Zerg. If there are ONLY missile turrets on the field, there is no problem to drag and select it properly. But if there are one or more other units such as marine inside a selection box(idk how do u call it), the game only selects marine, ignoring every missile turret thingies in the area. Virophage's problem is quite different. If I try to drag and select a normal units inside the base includes virophage, it ignores every units and selects only virophage.
What should I do to fix this problem?
0
beep, bad English alert!
I found that using skill level system which is able to develop in data module is really annoying and not very effective. Can we modify the certain fields in data such as effect chance, attribute bonus, etc using trigger action?
0
@Mugen245: Go
You're saying that, not to insert the tag directly to the text but using the XML in it? How exactly? I thought that we can use some tags in the text values through just typing, not using the XML stuffs.
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@JademusSreg: Go
So I need to use that tag to display the clan's name like a 'c val' tag which is used to apply a colors to the text?
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i have simple question and this is what i want to make(sry for the bad english) : displaying the player's name combined with their clan(that HotS have started to support its system)'s name like, [Clan's name]/[Player's name] or something. everyone knows that we can get the name of the player but not clan's, right? i'm not sure if it's even possible.