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    posted a message on Viking Muzzle Flash Problems

    @hawkerhurricane: Go

    Run it on the iPhone. There'll be no flash.

    Posted in: Data
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    posted a message on Help - how to launch two different projectiles simultaneously?

    @Circulation: Go

    For future reference, the reason abilities can have multiple effects assigned to them is to assign different effects for each level of the ability.

    Posted in: Data
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    posted a message on Carrier interceptors with multiple targets

    @Karawasa: Go

    Have you tried putting a behavior with a search area on the Interceptors themselves? Give it a large radius, have it return a random unit from the search results, and have the effect be to issue an attack order to the Interceptor.

    I'm fairly certain it's possible to issue orders to individual units from a Hangar. In my TD, I lazily left the command card intact and the units selectable from the Hangar unit, and players can control them if they click fast enough.

    I'm not sure if it's possible to return a random unit from a search result, as I've never tried. I'm optimistic that it is.

    Posted in: Data
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    posted a message on PCGamer presents the top StarCraft II Mods!

    @tacticmove: Go

    Where's my TD on that list?

    Posted in: General Chat
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    posted a message on How can I disable flee for a unit?

    @ZilchDonkey: Go

    Have you tried the behavior - response field on units? On probes, it's set for flee. On other units, it's set for acquire. There's also a "No Response" option. Perhaps that is what you are looking for?

    Posted in: Miscellaneous Development
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    posted a message on Fun with site operations... not

    @RCIX: Go

    What do you mean it doesn't show up? Do you mean manipulating it does nothing, or you can't find the option?

    Posted in: Data
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    posted a message on GUI Basic collision detection.

    @SexLethal: Go For 1, the easiest thing you can do is find the actor of type equip with a title similar to "ghostnukeexplode". Change the effect in that actor to your damage effect.

    I can't do 2 off the top of my head, but it should involve something similar to 1. Play around with actors.

    Posted in: Miscellaneous Development
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    posted a message on GUI Basic collision detection.

    @ViG01: Go

    Go to the behaviors tab. Create a new behavior of type "buff". In the options for the behavior, there should be something along the lines of "periodic effects" or "effects periodic". Here, you can add your effect.

    Then, go to the effects tab. Make an effect of type "search area" (or search, forgot the exact name). A search effect, when triggered, will check for nearby units in the radius you specify in the area option. You also select an effect which happens to units it finds from searching. If you'd like to the projectile to die when it collides, set the maximum count to 1. Make the radius of the search effect how close you'd like the projectile to be to a unit before it is able to collide with it.

    If you have a specific damage effect you've made, you want it to be the effect that's triggered from the search effect. If you want the projectile to die when it collides, you can change the damage effect to be a "set" effect (a set effect is an effect which allows you to specify multiple effects in the set effect, and perform them all at once). In this set effect, include your damage effect, as well as another effect to remove the behavior from the projectile I talked about before.

    Now, in the behavior, you want to put the search effect you've made as the periodic effect. There's an option for how long a period takes (how often it tries searching around the unit with the behavior). I believe you can leave it at zero and it should call the search effect every few milliseconds (but I'm not sure, you might have to change it to a number).

    Now, in the duration option for the behavior, set it to however long you'd like to missile to travel before dying automatically.

    To get the missile to die automatically, you can add an effect that kills the projectile (kill unit) to the "expire" option of the behavior. The expire option allows you to set an effect which is triggered when the behavior's duration runs out.

    Earlier, I said to add an effect to the set effect which removes is the behavior when it collides. This is because there is an option for what happens when the behavior is removed prematurely (effect - final). Add an effect to kill the projectile here, as well.

    Posted in: Miscellaneous Development
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    posted a message on How do you make a curving missile ability?

    @Photoloss: Go

    Completely off-topic: Google "Large Hardon Collider" and see how many reputable news sources made that typo.

    Posted in: Data
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    posted a message on GUI Basic collision detection.

    @ViG01: Go

    You may find it simpler to add a behavior to the unit that has a periodic search effect, which, upon finding a unit, does some effect.

    It doesn't require any triggers.

    EDIT: Add the behavior to the missile.

    Posted in: Miscellaneous Development
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    posted a message on Fun with site operations... not

    @RCIX: Go

    When I gave a launch offset for a beam, I put the site operation in the attack action actor, not the beam actor.

    Posted in: Data
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    posted a message on How do you make a curving missile ability?

    @Circulation: Go

    To get you started: Take a mover that works with missiles already. Add a movement stage to the front of it. Make it a "throw". Have the throw vector be 1 in the x direction. This will make it shoot out to the right of the shooter.

    You can specify how long it stays in the throw stage using the "outro" field. This will cause it to go to the next stage (probably the homing) once it travels the distance. You can also specify an altitude.

    I'm not sure if you have to make a separate mover for the missile shooting from the left.

    This should get you started.

    Posted in: Data
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    posted a message on conker

    @EternalWraith: Go

    "Ok, upon reading again."

    Isn't that a sentence fragment?

    Posted in: Map Suggestions/Requests
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    posted a message on Is There A Function That Does..

    @Carnerox: Go

    As far as I know, you cannot directly access the player's name. It is stored as localized text, not as a string. Localized text can vary between versions of Starcraft (US, EU, Asia,etc).

    Posted in: Triggers
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    posted a message on Upgrading Hero Stats using upgrades

    @Zero0018: Go

    The problem with that is actual upgrades work for every unit of the type. I suppose that's fine if each player can only have 1 of the same hero.

    Posted in: Data
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