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    posted a message on [Data] AI - Simple Behaviors

    Any chance of getting a test map for this to download. Because i've followed the guide for the warp troopers and they just don't follow the caster unit and I would like to see where I went wrong.

    • edit*

    found out why it wasn't working. It was because I removed the commands from the command card.

    Posted in: Tutorials
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    posted a message on Finding a units model via triggers?

    I'm looking for a possible way to get a units model via a trigger.

    The reason for this is for a custom boss bar i'm creating which displays values over the 524k limit and i'm wanting to place the unit's portrait (with animations) on it.

    If this isn't possible then I would have to preset variables to the models required but I would like to do this on the fly as things progress boss models will change and I don't want to be rooting through variables changing models to suit.

    Anyone got any ideas?

    Posted in: Triggers
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    posted a message on Is there a way to turn off Drag Selection?

    Camera - Lock camera mouse relative mode On for player (Triggering player)

    Camera - Lock camera mouse relative mode Off for player (Triggering player)

    have both in a trigger on mouse click

    Posted in: Miscellaneous Development
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    posted a message on any way to go over 524288.0
    Quote from Mephs: Go

    @Vitkar: Go

    Why in gods name would you ever need to give anything 600,000 hp

    If you've played his retribution td you will know.

    Anyways http:www.sc2mapster.com/assets/hp-above-520k/files/2-hp-above-520k-v0-1/

    Something I wipped up in around 30 mins, also posted this on your retribution td comments.

    Posted in: Miscellaneous Development
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    posted a message on Remove UI leave the hotkeys

    Models Models Models.

    I've dug into the game models and found the ui elements.

    Under

    Assets -> Ui -> Console

    You will find 3 folders, Protos, Terran, Zerg

    Each one of those contains 3 models (Left, Center and Right) for the ui's main bar.

    You can change the models by exporting the one you want and re-importing it as the name of the file you want to replace... Just remember when importing to make sure it is in the right place in the importer... If not just right click the file and tell it to move and type in its location.

    Assets/Ui/Console/Protos/ConsoleProtos For Protos

    Assets/Ui/Console/Terran/ConsoleTerran For Terran

    Assets/Ui/Console/Zerg/ConsoleZerg For Zerg

    Now it's just hiding the buttons and making the hotkeys still work

    Posted in: Miscellaneous Development
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    posted a message on Flamethrower Question
    Quote from TorinKurai: Go

    Now I just need to figure out the offset to make it look like it's coming from the mouth instead of the forehead...

    Offsets again... Change the Z value

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Pick each player in player group/Current player

    @EFoG: Go

    Because if your the only one testing it at the moment as player 1 with no neutral players ( 0 ) then it will work. But if you add in a neutral player it will try to do all the code to player 0 and not yourself.

    However i've made the function (action) of creating the units exactly besides the point of where the unit spawns, linked it to a keypress and it functions without fail.

    I assume the Setpoints sets up crucial info for the waves and the spawning of the builder? A picture of those would be nice.

    Posted in: Triggers
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    posted a message on [Trigger] Pick each player in player group/Current player

    ive just attached the getplayerid function you've wrote to a debug message and it always pulls the lowest player character.. It doesn't cycle.

    Posted in: Triggers
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    posted a message on [Trigger] Pick each player in player group/Current player

    Ignore this im talking bollocks and making myself look a fool

    Posted in: Triggers
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    posted a message on [Trigger] Pick each player in player group/Current player

    are you using picked player as the player value or triggering player?

    also some more info on this trigger would be nice (pictures / map file)

    Posted in: Triggers
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    posted a message on Hellion's flame attack?

    @shardfenix: Go

    I mentioned this in the other topic which was linked

    Posted in: Miscellaneous Development
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    posted a message on rolling bunker - units only shoot when the bunker stops
    Quote from summerloud: Go

    now the units can shoot out, but they only do it once the vehicle stops, furthermore the "attack" button is disabled while the vehicle moves

    any thoughts what might be causing this?

    The allowed movement on the units weapons. The only unit which can move and shoot at the same time is a Diamondback from the train mission and it has a tag called Weapon - Allowed Movement.

    This should fix the apc's attack while it moves... If it does it for the occupants then added bonus.

    • Edit*

    just noticed the apc doesnt have a weapon so I might give it one with melee range and 0 damage to see if it works

    Edit2**

    The above does not work

    Posted in: Miscellaneous Development
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    posted a message on How to edit weapon as freeze weapon?

    Found it...

    What you need to do is look at behaviors. The marauder uses a aoe slow behavior when the concussion upgrade is researched.

    You can duplicate this and change some other settings like attack speed etc.

    you create a effect as a apply behavior and link it to the newly made behavior.

    This has to be linked into a set so you can have a beam or something like the cryocopter from red alert 3 (look at medivac for some info on applying sets and shit)

    Posted in: Miscellaneous Development
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    posted a message on How to edit weapon as freeze weapon?

    Imo you could look at the concussion upgrade for the marauder and link it into a weapon like the void ray which increases over time. This has me interested and will be looking into this further.

    Posted in: Miscellaneous Development
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    posted a message on Flamethrower Question

    Around the area where you change the scale like HatTruck mentioned there should be some offsets (in the create persistant to be exact). These offsets are the distances it starts to render the flame from the turret and can be changed to make the flame reach its destination without too much overflame.

    I've had some fun making my own version of the perdition turret for a turret defence game and ran into a few issues with the above and a few extras where the flame just randomly decides to stop functioning (but it kept doing damage) which I solved by editing the effectexecuteindex of the attackbeam to 1 in the events

    Posted in: Miscellaneous Development
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