Thanks :) I'm really eager to see how you do things... my goal is to obtain enough skills with 3Ds Max to being able to edit some of the current sc2 structure models. I need to create some different-looking variants of them. It should be easier than animated units since the structures don't have animations, right?
If the life regen value of my armor buff had been negative, all units would be affected at all times. I don't use behaviors which have periodic damage effects. I will check on all persistent effects and try to integrate validators.
After further examining, I can tell for certain that it always happens (when it happens) when a unit gets attacked at least once by another unit, but then leaves the fight without killing the attacking unit. For example: A bunch of mutas fly around and encounter a thor which damages all mutas with its missiles. The mutas then fly away but survive heavily injured. After this it can(!) be that 1, multiple or all of those injured units start bugging. They ain't attacked but fly away as if they were (and can't attack the attacker due to some reasons).
I use a behavior-based armor system. All units have like 1-45 stacks of an armor modifying buff. It has no effect on damage responses and attacks whatsoever... what exactly do I have to look for when I should alter the behaviors?
@Vaaz86: Go
Either way, using a behavior system won't give the player as much feedback or satisfaction.
I am using this system for my mod and it works very well. I'm also using validators to create different attack types and it works without any problems. For my map, this system is essential so I cannot agree with you on your statement. It's much easier to balance units like this.
I need a behavior to temporarily remove or disable (and later add or enable) certain behaviors on a unit. I can't figure out how to do this with validators/requirements. I appreciate your help.
Sounds interesting. I use a lot of behaviors in my map, but what exactly is a 'persistent' behavior about? A behavior that doesn't have a duration set?
I got a very strange bug. Sometimes some of the units I control (it doesn't actually matter which player) keep on being attacked after a battle. They are marked as 'attacked' and cause pings on the minimap. Also they flee from non-existent attacks (the same as if you attack zealots for example with air units -> they run away after getting hit) and do this until they reach the very end of the map somewhere but still keep on being marked as attacked.
I found several threads describing how to set up a teleport to a target location. But what I want is an ability that searches for units around the caster and teleports them (including the caster) automatically to either the start location or a previously defined point (maybe via points in the terrain editor or something like that). Important is, that the target location for the teleport cannot be chosen by the player. The units should just teleport when the ability button is used.
The missile actor changed by itself and is created when one of the new missiles is launched. Also nothing has changed within the "banshee attack" actor events. Proof is (1) the correct creation of the new missile, and (2) the working tint event.
Maybe I should try setting up a completely new effect instead of just a projectile.. mh
EDIT: Solved! I duplicated the entire set of effects and customized the actors accordingly. The key to solve this problem was the "Art - Missile" entry in the attack actor.
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Hey there,
I need some models I'm currently creating in 3Ds Max to display player colors on certain parts. How can I achieve this?
Thanks in advance.
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@Mozared: Go
Yes, you're right of course. I completely forgot about that.
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Thanks :) I'm really eager to see how you do things... my goal is to obtain enough skills with 3Ds Max to being able to edit some of the current sc2 structure models. I need to create some different-looking variants of them. It should be easier than animated units since the structures don't have animations, right?
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Is the Youtube version accessible yet? I'm really interested in your tutorials.
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@DrSuperEvil: Go
If the life regen value of my armor buff had been negative, all units would be affected at all times. I don't use behaviors which have periodic damage effects. I will check on all persistent effects and try to integrate validators.
After further examining, I can tell for certain that it always happens (when it happens) when a unit gets attacked at least once by another unit, but then leaves the fight without killing the attacking unit. For example: A bunch of mutas fly around and encounter a thor which damages all mutas with its missiles. The mutas then fly away but survive heavily injured. After this it can(!) be that 1, multiple or all of those injured units start bugging. They ain't attacked but fly away as if they were (and can't attack the attacker due to some reasons).
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@DrSuperEvil: Go
I use a behavior-based armor system. All units have like 1-45 stacks of an armor modifying buff. It has no effect on damage responses and attacks whatsoever... what exactly do I have to look for when I should alter the behaviors?
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I am using this system for my mod and it works very well. I'm also using validators to create different attack types and it works without any problems. For my map, this system is essential so I cannot agree with you on your statement. It's much easier to balance units like this.
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@Ranuglin: Go Okay got it. Sorry, haven't noticed the "modification - behavior disable" option.
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I need a behavior to temporarily remove or disable (and later add or enable) certain behaviors on a unit. I can't figure out how to do this with validators/requirements. I appreciate your help.
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@DrSuperEvil: Go
Thanks, although I use leviathans in my map, it also happens to units which haven't actually fought with those or have been near them... weird.
@Ranakastrasz: Go
Sounds interesting. I use a lot of behaviors in my map, but what exactly is a 'persistent' behavior about? A behavior that doesn't have a duration set?
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I got a very strange bug. Sometimes some of the units I control (it doesn't actually matter which player) keep on being attacked after a battle. They are marked as 'attacked' and cause pings on the minimap. Also they flee from non-existent attacks (the same as if you attack zealots for example with air units -> they run away after getting hit) and do this until they reach the very end of the map somewhere but still keep on being marked as attacked.
They don't lose any health in this process.
Do you have a clue what's this about?
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I found several threads describing how to set up a teleport to a target location. But what I want is an ability that searches for units around the caster and teleports them (including the caster) automatically to either the start location or a previously defined point (maybe via points in the terrain editor or something like that). Important is, that the target location for the teleport cannot be chosen by the player. The units should just teleport when the ability button is used.
Any ideas how to get this to work?
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@peranzormal: Go
The missile actor changed by itself and is created when one of the new missiles is launched. Also nothing has changed within the "banshee attack" actor events. Proof is (1) the correct creation of the new missile, and (2) the working tint event.
Maybe I should try setting up a completely new effect instead of just a projectile.. mh
EDIT: Solved! I duplicated the entire set of effects and customized the actors accordingly. The key to solve this problem was the "Art - Missile" entry in the attack actor.
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@peranzormal: Go
Thx, it worked this way :)
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@DrSuperEvil: Go
So I should edit the events of this generic actor? I'm not sure what to do now :/