So terrain is giving me some real trouble in the data editor. Basically two problems:
1. Missiles slow down at the edges of the cliff then fly off and lose height. Anyway to keep missile height constant and unaffected by cliffs? I'm using an offset to create the persistent.
2. Force effects can not push units off a cliff. Instead they hit an invisible wall. Any way to get around this?
Submitted mine yesterday just so I wouldn't have any issues uploading with server traffic. I wonder how long the judging process will take...should be interesting to see which three maps make it to the top.
I've noticed some animations on other units can specifically be called but the attack animations on the zealot can't. It was like this in wc3 too. Calling attack just calls ANY of his attack animations. Quite frustrating does anyone have any ideas?
This is somewhat a two part problem but can probably be answered with the same answer.
First off. I am creating a projectile ability that collides with an enemy unit and then deals its damage and is *supposed* to kill itself (the projectile) so it doesn't go on and kill more.
I'm doing this via the data editor using a buff on the projectile that executes a period search on enemy units and then fires a effect-set.
The effect-set deals damage in a small AoE and a second effect deals damage to the projectile itself.
The projectile doesn't die.
What am I doing wrong?
Secondly, how would I get this projectile to search for and destroy other projectiles fired from similar abilities.
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bump
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@SouLCarveRR: Go
Yes. I raise the height and then drop it while applying a force effect. Validators to make sure I don't double the height, etc etc.
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Hey everyone,
So terrain is giving me some real trouble in the data editor. Basically two problems:
1. Missiles slow down at the edges of the cliff then fly off and lose height. Anyway to keep missile height constant and unaffected by cliffs? I'm using an offset to create the persistent.
2. Force effects can not push units off a cliff. Instead they hit an invisible wall. Any way to get around this?
Thanks everyone.
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14 days they claim!
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Is everyone going to wait till Blizzcon to release their maps? Or will we see some nice ones tonight!?!
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I've noticed some animations on other units can specifically be called but the attack animations on the zealot can't. It was like this in wc3 too. Calling attack just calls ANY of his attack animations. Quite frustrating does anyone have any ideas?
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This is somewhat a two part problem but can probably be answered with the same answer.
First off. I am creating a projectile ability that collides with an enemy unit and then deals its damage and is *supposed* to kill itself (the projectile) so it doesn't go on and kill more.
I'm doing this via the data editor using a buff on the projectile that executes a period search on enemy units and then fires a effect-set. The effect-set deals damage in a small AoE and a second effect deals damage to the projectile itself.
The projectile doesn't die. What am I doing wrong?
Secondly, how would I get this projectile to search for and destroy other projectiles fired from similar abilities.
Thanks.
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Lovin' this. Well done!
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Hey guys,
Just a quick question. I duplicated the "Scientist" and he has behaviors that control his "run" animation. He uses his "walk" animation by default.
I was wondering, how do I make his "run" animation the default?
And how is the "scared" animation called?