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    posted a message on Be apart of sc2mapster online!
    "I am your father's brother's nephew's cousin's former roommate!" Orange-red, like the colored pencil. EDIT: Also, put down my name as Soga if possible.
    Posted in: Off-Topic
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    posted a message on Ability animations
    Could also just use an event on the caster unit's actor to play the animation when the caster uses the ability.
    Posted in: Data
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    posted a message on What the hell are these?
    You have... BUGS in your map. *rimshot*
    Posted in: General Chat
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    posted a message on Disable Smart Pathing?

    Why don't you just take away the building pathing footprint? I just tested it - units will not try to take the long way around other units that lack pathing footprints. DO keep the placement pathing footprint, however.

    Just leave it to the building's collision to block units' progresses.

    Posted in: Triggers
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    posted a message on Disable Smart Pathing?

    The best way to do this as far as I'm aware is to make all units flying but collide with buildings (some... how...).

    Posted in: Triggers
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    posted a message on Dynamically Change Tooltip

    You could also give it a shot with direct data references in the tooltip. An example of what that looks like:

    <d ref="Behavior,DefensiveMatrix,Modification.VitalMaxArray[1]"/>

    Posted in: Triggers
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    posted a message on targeting question

    That's odd, because I can right click and create an actor. Just right click anywhere in the left window with the list of actors and hit "Add Actor..."

    1. Name your actor and give it an ID.
    2. Actor Type: Model.
    3. Based On (affects initial data fields): Model Animation Style Continuous
    4. Set to Parent Value, hit OK.

    Now, for some data editing:

    1. Art - Model: Purifier Planet Cracker Beam
    2. Events: Leave the other events there, but add this: Effect.YourPersistentEffect.Start - Create
    3. You may also want to destroy the actor when the effect stops, so just add an event like Effect.YourPersistentEffect.Stop - Destroy.

    You will probably also want to add a sound actor as well, using pretty much the same process as here.

    Posted in: Data
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    posted a message on targeting question

    You'd use a persistent effect with its target value set to "Target Point". For the animation, you'd use an actor and possibly even give it a height site operation to get the animation height you want.

    In the actor events, to create the actor for a persistent effect, you'd look for "Effect.YourPersistentEffect.Start" and then Create the actor.

    Posted in: Data
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    posted a message on Changing Effect-Instant ability to Effect-Target
    Quote from houn: Go

    One Target Unit was in Source, I changed that to target. Still same behavior though

    Wait, was that in the Modify Unit effect? Target - Launch Unit - Value? That should be Caster. Launch = who causes the effect, Impact = who gets affected.

    But other than that, I'm not really sure why it won't work.

    Posted in: Data
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    posted a message on Change Time Scale Without Changing Animation Speed
    Quote from Khalanil1: Go

    The only issue is that the animation jumps sometimes when a unit is loaded, but I can accept that if I can't figure out a fix.

    You may need to preload that model in a trigger. I had a similar problem in one of my maps with spawning banelings from an ability: the first time I used the ability, the Banelings wouldn't play their birth animation (they'd just all of a suddenly pop up a few seconds later). Preloading the model fixed that.

    Posted in: Data
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    posted a message on Changing Effect-Instant ability to Effect-Target

    Check the validators on the effect(s) used by the ability?

    Posted in: Data
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    posted a message on Auto-casting ability that replaces existing order?

    Is the target invisible?

    Posted in: Data
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    posted a message on Changing Effect-Instant ability to Effect-Target

    You need a Set or Persistent effect on the ability to determine if the ability will target a point, an unit, or either.

    Posted in: Data
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    posted a message on CoreFight

    I like it so far and think it's interesting and fun, but I definitely do think that you should maybe tone down the terrain just a little bit. I'm not saying you have to delete a lot of stuff, just get rid of a few doodads here and there.

    Posted in: Map Feedback
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    posted a message on Can you do Ember Lance like in Torchlight?

    @Ranakastrasz: Go

    Yes, but this approach will require that periods be no shorter than .04 second. Otherwise, it gets buggy.

    Posted in: Data
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