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    posted a message on Explosions and other visuals at impact site

    Kueken, I tried those methods as best as I could but I was getting absolutely 0 changes when I was testing them. For the sake of ease, I will talk about the second method you mentioned. When I create this new Actor type Model with the animation style, I know that I need to put whatever effect I want as the model (like the nova explosion). Now, the event that needs to be entered, will this be entered inside this newly created actor, or inside the actor associated with the attack?

    Oh, for the first method, the impact map field changes yielded no results, and neither did changing the Impact Model which is just below the Impact Map. I also found the generic impact, copied it, changes the name, and then linked it to the Impact Model field AND Impact Map in all 3 combinations of the 2. On this generic impact, there was only 1 art field with scale, which did not have the XYZ options, but one single overall scale, was that the correct one to be changing? Anyway, I changed it to 10 from 1, and I still saw nothing. I did the same thing with the nova and got nothing. Haha, oh man...

    Oh, and the second method is ok because its a large explosion so accuracy is not an issue. Plus this is mostly for prototyping purposes.

    Posted in: Data
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    posted a message on Explosions and other visuals at impact site

    I have been messing around with Actors, trying to make it so that the Missile Turret's attacks, the rocket and the hellfire attack, cause a larger explosion visual. One such visual I had thrown in was the nova blast. I have gotten it so that for each hellfire missile that is destroyed on impact, it creates the nova actor which plays out the effect just nicely. The only 2 issues that come with it are that the nova effect occurs at the missile turret's base instead of the impact location, and I am unable to change the size of it. Same thing with the size issue occurs with the explosion effect of the regular missiles. I toiled for a good 3 hours, both trial and error as well as attempting research but no joy.

    Posted in: Data
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    posted a message on Auto Production Building Limits and Waypoints

    Ok, here is the skinny everyone, I would like a building that once built will build 1 of a certain unit, and 14 of another, with a small interval between spawns. Once spawned, sending them all to a waypoint is easy as it is a default function for buildings such as a barracks. However, I want them to hold ground at this point, leave the point to engage enemies, but return to it afterwards. If the location of the point is changed, I need them to go there as well. I also need to set a maximum range on how far away they can set a point, as well as make an apparent range circle. If I can get them to muster in a formation, all the better. Once any units die, I need the building to fill their spot 1 by one just as they did when spawning initially.

    Would this be configured inside the building's data, or would this be done via triggers?

    Posted in: Data
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