Hi, sorry for the necro but which slot should i be using? i've tried using main, head, decal, and generic01 keep getting this message, 00:00:00.00 USER: [ 53 1] CActorUnit[BattlecruiserP] No mapping for slot main.diffuse.
any chance someone has a map with the fix so i can see where i'm doing it wrong?
I have a hero with a ability that basically creates a unit which mimics the weapon the hero currently has equipped. Example, hero has weapon A equipped, mimic unit created by hero should fire weapon A, or hero has weapon B equipped, mimic unit should fire weapon B instead of A
so i have it set up like this the mimic unit -behaviors field(a different behavior modification that equips the mimic unit with a different weapon)
now the problem im stumped on is the validator i need to use for disabling the other weapons not currently equipped by the hero. how do i get a validator that compares the hero's weapon? i've tried using a behavior applied on the hero when he uses a specific weapon but i still dont know exactly how to get the validator to target the hero and compare the behavior
I'm trying to make a land based hangar ability for a hero that uses air units like the interceptor. the problem is that they all spawn at the height of the ground unit (0) and just looks horrible. The only way i've gotten around it is using the broodlord's attack to spawn escort who then spawns a timed unit. I was hoping there was a way to keep it simple with just having the units come from the hangar but at their own height?
using Photoloss's effects i was able to recreate it somewhat, but i honestly dont know what to do to get the missiles to drop on the floor, what sort of actor should I be using to accomplish this, guys?
I ran into a little bump it seems the lurkermissiles go off in random directions, but if i use another effect model, say sunken's missile it lines up perfectly. So I'm guessing it has something to do with the lurkermissile having multiple attack animations? does anyone know how to line them up?
ah I see what you mean with rileystarcraft's tutorial, zifoon, thanks to both of you for the help and I found the lurker missile under the effect models.
Hopefully I can get it working with your tutorial riley!
Hello, I am trying to use the lurker's missile to remake its attack on my burrowed ultralisk. For now I am using the Flamethrower attack as my duplicate but of course the lurker's missile isn't showing up. It seems to have a attachment point for each spine, and I would greatly appreciate some help in getting my events to show every spine thrusting from the ground.
I Believe you need to go to Abilities and look for Arm Magazine (Nuke), then click on (None) info+, double click on Ammo 01 and you should be able to set it the way you like or remove it.
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@Demalii: Go
Hi, to clarify you want to add shields to the Laser trace line when an ability is used?
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@Craftomega: Go
have you linked the actor to the new weapon effects via their events ( the units' actors )? its found in actor > event+
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@vailreth: Go
Hi, sorry for the necro but which slot should i be using? i've tried using main, head, decal, and generic01 keep getting this message, 00:00:00.00 USER: [ 53 1] CActorUnit[BattlecruiserP] No mapping for slot main.diffuse. any chance someone has a map with the fix so i can see where i'm doing it wrong?
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@Sondorka: Go
thanks for the wireframes Sondorka, really thought this thread had died lol
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Can anyone make Shield Wireframes for the loki battlecruiser model please?
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@DrSuperEvil: Go
well ok that seems like it could work but how do I get the validator to target the hero and compare? do I use source, unit orgin, caster or what?
this is how it looks like right now and it isnt working for me, any suggestions?
Validator - Field Weapon
Validator - Other Unit + (None):e_effectUnitUnknown
Validator - Unit + (None):Source
Validator - Value WeaponA
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I have a hero with a ability that basically creates a unit which mimics the weapon the hero currently has equipped. Example, hero has weapon A equipped, mimic unit created by hero should fire weapon A, or hero has weapon B equipped, mimic unit should fire weapon B instead of A
so i have it set up like this the mimic unit -behaviors field(a different behavior modification that equips the mimic unit with a different weapon)
now the problem im stumped on is the validator i need to use for disabling the other weapons not currently equipped by the hero. how do i get a validator that compares the hero's weapon? i've tried using a behavior applied on the hero when he uses a specific weapon but i still dont know exactly how to get the validator to target the hero and compare the behavior
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That did the job, thanks a lot!
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I'm trying to make a land based hangar ability for a hero that uses air units like the interceptor. the problem is that they all spawn at the height of the ground unit (0) and just looks horrible. The only way i've gotten around it is using the broodlord's attack to spawn escort who then spawns a timed unit. I was hoping there was a way to keep it simple with just having the units come from the hangar but at their own height?
0
using Photoloss's effects i was able to recreate it somewhat, but i honestly dont know what to do to get the missiles to drop on the floor, what sort of actor should I be using to accomplish this, guys?
0
I ran into a little bump it seems the lurkermissiles go off in random directions, but if i use another effect model, say sunken's missile it lines up perfectly. So I'm guessing it has something to do with the lurkermissile having multiple attack animations? does anyone know how to line them up?
0
@RileyStarcraft: Go
ah I see what you mean with rileystarcraft's tutorial, zifoon, thanks to both of you for the help and I found the lurker missile under the effect models. Hopefully I can get it working with your tutorial riley!
0
Hello, I am trying to use the lurker's missile to remake its attack on my burrowed ultralisk. For now I am using the Flamethrower attack as my duplicate but of course the lurker's missile isn't showing up. It seems to have a attachment point for each spine, and I would greatly appreciate some help in getting my events to show every spine thrusting from the ground.
0
@xenrathe: Go
I Believe you need to go to Abilities and look for Arm Magazine (Nuke), then click on (None) info+, double click on Ammo 01 and you should be able to set it the way you like or remove it.
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actually i'm remaking it from the thermal lance set, im hoping to get the right correct periodic offset so it appears to come from the air