Check the placement model, that might be it.
I never made a use for creating buildings yet, so I don't fully understand protoss/zerg construction. I try to piece it together by looking at the actors, examining the events and models.
So what you want it to do is you want to queue the spawn larvae after issuing the queen to move to a spot next to the hive?
short term, move, shift-command spawn larvae at that hive.
Oh that is normal. It should work fine. When it turns green that means it is changing. When its red that means its the same (I assume? It is probably an error but it normally just works for me)
You also have the main Pylon actor duped right? And the rest of it?
When you duplicate a unit, you need to duplicate all its actors that are related to it (In this case, the important actors are Pylon and Pylon Splat).
I'm running a bit tired right now so I can't really think and check through all of it, but make sure when after you duplicate the actors that the actors are linked to the correct unit.
And by creation in red, I assume you mean the placement model is turning red and only gives building placement errors?
Tried doing a set with a suicide, didn't work. The missile just rolls past the target point and rises higher the farther it goes(i assume it is rising because its going up a cliff). Its like it is missing the target point.
The wiki tutorial didn't give much help but did provide information for colliding.
The unit's events are in the Actors tab, with the actor of the same name(usually).
The fields that contain all the animations that happen are (Basic) Event: Events+.
Normally when a unit is attacking, the corresponding attack animation name will play because its a general animation. Custom animations would have different names, like spell channeling would go through different iterations of an animation name. I.e, Spell A, Spell A Start, Spell A End.
To look at the animations, open the Cutscene editor and search for the model of the unit you want. Then in the bottom right corner should be a blue line with the animation name, right click it and you can change the animation. You can also get the unit's attachment points in this editor also, just select it in the bottom left.
In Actors, selecting the unit's actor, in the Events+ field you should be able to find: WeaponStart.*.AttackStart and similar events. Those fire off the attack animation.
I have a Effect - Target ability that:
Sends out a missile/projectile towards that point
Deals damage on the way there
Explodes once it reaches target location.
Issue:
The projectile/missile sometimes goes past the target location where it is supposed to explode at.
I'm a bit puzzled as to why(plus i'm sure its going to leave a lot of unseen missiles if left alone) this happens. I could give the missile a timed life so it disappears and doesn't cause unseen clutter. But I'm planning to have other abilities that use projectiles/invuln missiles so I'd like to find out why this happens.
Side Small Issue: In the actor editor for Range/rangeAbil, is ButtonHoverOn supposed to be ButtonHoverOff and vice versa? It annoys me so much. As in, every time I select buttonHoverOn from the dropdown list, it turns into ButtonHoverOff in Abil.ability.ButtonHoverOn when it is supposed to say Off.
Hello. I made this account to post about issues I have with the data/trigger editor and the like, but I figured out my issues before I did and now this account is kind of a dud, but i'm going to be browsing around/searching through subforums for answers. Also, interestingly I made an account before on my other email account but have NO recollection of doing so? The reset password didn't work also, got a method wasn't working error.
Create another array that mimics the pointArray of the areas. Except its a boolean this time.
i.e,
Dude dies in cave (pointArrayBoolean[integer of first array where the dude died] = true) - Sets the boolean for the specified area to true
Dude spawns anywhere BUT the cave (pointArrayBoolean[integer of first array where dude died] = false) - Resets the boolean to the area he died in before spawning
Happens again at a different area, but will not spawn at the same area he died in.
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Check the placement model, that might be it.
I never made a use for creating buildings yet, so I don't fully understand protoss/zerg construction. I try to piece it together by looking at the actors, examining the events and models.
0
So what you want it to do is you want to queue the spawn larvae after issuing the queen to move to a spot next to the hive?
short term, move, shift-command spawn larvae at that hive.
0
Oh that is normal. It should work fine. When it turns green that means it is changing. When its red that means its the same (I assume? It is probably an error but it normally just works for me)
0
You also have the main Pylon actor duped right? And the rest of it?
When you duplicate a unit, you need to duplicate all its actors that are related to it (In this case, the important actors are Pylon and Pylon Splat).
I'm running a bit tired right now so I can't really think and check through all of it, but make sure when after you duplicate the actors that the actors are linked to the correct unit.
And by creation in red, I assume you mean the placement model is turning red and only gives building placement errors?
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The pylon doesnt hold the splat. There is a splat actor called Pylon Splat. It needs that.
EDIT: No just create or dupe the splat, and tie it to your duped pylon unit.
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I believe what he means is the AI difficulty.
You can set this in preferences I believe, under Test Document Preferences/Settings or whatever it says.
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Tried doing a set with a suicide, didn't work. The missile just rolls past the target point and rises higher the farther it goes(i assume it is rising because its going up a cliff). Its like it is missing the target point.
The wiki tutorial didn't give much help but did provide information for colliding.
0
The unit's events are in the Actors tab, with the actor of the same name(usually).
The fields that contain all the animations that happen are (Basic) Event: Events+.
Normally when a unit is attacking, the corresponding attack animation name will play because its a general animation. Custom animations would have different names, like spell channeling would go through different iterations of an animation name. I.e, Spell A, Spell A Start, Spell A End.
To look at the animations, open the Cutscene editor and search for the model of the unit you want. Then in the bottom right corner should be a blue line with the animation name, right click it and you can change the animation. You can also get the unit's attachment points in this editor also, just select it in the bottom left.
In Actors, selecting the unit's actor, in the Events+ field you should be able to find:
WeaponStart.*.AttackStart and similar events. Those fire off the attack animation.
0
I have a Effect - Target ability that: Sends out a missile/projectile towards that point Deals damage on the way there Explodes once it reaches target location.
Issue: The projectile/missile sometimes goes past the target location where it is supposed to explode at.
I'm a bit puzzled as to why(plus i'm sure its going to leave a lot of unseen missiles if left alone) this happens. I could give the missile a timed life so it disappears and doesn't cause unseen clutter. But I'm planning to have other abilities that use projectiles/invuln missiles so I'd like to find out why this happens.
Side Small Issue: In the actor editor for Range/rangeAbil, is ButtonHoverOn supposed to be ButtonHoverOff and vice versa? It annoys me so much. As in, every time I select buttonHoverOn from the dropdown list, it turns into ButtonHoverOff in Abil.ability.ButtonHoverOn when it is supposed to say Off.
0
noooo my memoryyyy
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Hello. I made this account to post about issues I have with the data/trigger editor and the like, but I figured out my issues before I did and now this account is kind of a dud, but i'm going to be browsing around/searching through subforums for answers. Also, interestingly I made an account before on my other email account but have NO recollection of doing so? The reset password didn't work also, got a method wasn't working error.
0
Create another array that mimics the pointArray of the areas. Except its a boolean this time. i.e, Dude dies in cave (pointArrayBoolean[integer of first array where the dude died] = true) - Sets the boolean for the specified area to true Dude spawns anywhere BUT the cave (pointArrayBoolean[integer of first array where dude died] = false) - Resets the boolean to the area he died in before spawning Happens again at a different area, but will not spawn at the same area he died in.