Kueken, I am pretty noob, and I do not get what kind of validator to use? How would I be able to do this? I mean in your tutorial the projectile destroys itself at the end right? And there is no difference between both our effects?
Omg, my beta testers and I have noticed this weird effect, a little near the end, we start noticing this guy walked to a path and suddenly took a shit load of damage and died. I'm guessing the persistent didn't destroy it and the missile stayed there dealing damage to anything that passed it by? I mean it works properly if it collides with a target, it deals damage and explodes, but for some reason there are bugged places that kill anything that goes in it's search area. Please check it out!
Yeah, I got it down, it's fixed, I just remade the whole thing from scratch, and it fixed itself. Kueken, I have no idea what's wrong with my map, it keeps bugging, each ability is meant to shoot one bullet only.
Can you please take a look at this error? I don't get it. It only happens when I add the "display text message" highlighted action, I don't think a string that long is allowed haha.
But the actor and the models are there, can anyone fix this and explain it to me? I'm pretty noob at the actors thing.
It seems that Raynor (Sniper) does not have a death animation, his "death" animation is labeled as "unpowered" which is used in the "hero incapacitated" so I'll have to find a way to make him use the "unpowered" animation because just changing the animation name from "death" to "unpowered" doesn't fix it.
If anyone has a solution please bring it up! :D
SOLUTION: Just use the actor events, add a UnitDeath, then GroupAnimApply, Unpowerer, Unpowered - Start, Unpowered - End.
Hey! Glad you used my tutorial! I'm looking at the map atm, I'll let you
know if I spot anything suspicious.
Update- I don't see anything wrong, nor do I see a problem when I test
the map. It appears to be working as intended- you die, wait a bit, and
re spawn.
Yeah, but the problem dude, is that it does not revive the "assault", it creates a Raynor hero.
Switched the attachment with a new version, please check it out.
I copied zeldarules' revive trigger, but everytime my unit revives, it doesn't revive my hero, it creates a new hero, Raynor, and replaces it with mine.
Created a new one because this is a different problem a little bit.
But anyway, that aside, I said I used all the Validates, and none of them worked. I was thinking if I used ValidatePlayer, so it validates that the player has the upgrade, but it does not work. I have no idea.
I have no idea how it works, because I need it to set a requirement that the unit has an upgrade before it shows the actor effect.
I have an actor effect, Railgun Cursor, the red snipe beam that shows in the penetrator round. I set a term so that it only shows if the upgrade 'Laser Sight' is completed, but it still shows it even if it isn't complete.
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Kueken, I am pretty noob, and I do not get what kind of validator to use? How would I be able to do this? I mean in your tutorial the projectile destroys itself at the end right? And there is no difference between both our effects?
Would this work out well?
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Omg, my beta testers and I have noticed this weird effect, a little near the end, we start noticing this guy walked to a path and suddenly took a shit load of damage and died. I'm guessing the persistent didn't destroy it and the missile stayed there dealing damage to anything that passed it by? I mean it works properly if it collides with a target, it deals damage and explodes, but for some reason there are bugged places that kill anything that goes in it's search area. Please check it out!
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I see. I guess so. Thanks a lot, I did that and it works!
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Yeah, I got it down, it's fixed, I just remade the whole thing from scratch, and it fixed itself. Kueken, I have no idea what's wrong with my map, it keeps bugging, each ability is meant to shoot one bullet only.
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Can you please take a look at this error? I don't get it. It only happens when I add the "display text message" highlighted action, I don't think a string that long is allowed haha.
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But the actor and the models are there, can anyone fix this and explain it to me? I'm pretty noob at the actors thing.
It seems that Raynor (Sniper) does not have a death animation, his "death" animation is labeled as "unpowered" which is used in the "hero incapacitated" so I'll have to find a way to make him use the "unpowered" animation because just changing the animation name from "death" to "unpowered" doesn't fix it.
If anyone has a solution please bring it up! :D
SOLUTION: Just use the actor events, add a UnitDeath, then GroupAnimApply, Unpowerer, Unpowered - Start, Unpowered - End.
Image below.
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Omg it works! Thank you so much! :D
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The problem is not the death time, the death time is -1 so it's stored permanently. Would you please check my map?
Yeah, but the problem dude, is that it does not revive the "assault", it creates a Raynor hero.
Switched the attachment with a new version, please check it out.
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Bumpz!
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FIXED!
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I copied zeldarules' revive trigger, but everytime my unit revives, it doesn't revive my hero, it creates a new hero, Raynor, and replaces it with mine.
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Created a new one because this is a different problem a little bit.
But anyway, that aside, I said I used all the Validates, and none of them worked. I was thinking if I used ValidatePlayer, so it validates that the player has the upgrade, but it does not work. I have no idea.
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Well apparently, I did the same thing a while ago, I tried every Validate, still won't work.
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I have no idea how it works, because I need it to set a requirement that the unit has an upgrade before it shows the actor effect.
I have an actor effect, Railgun Cursor, the red snipe beam that shows in the penetrator round. I set a term so that it only shows if the upgrade 'Laser Sight' is completed, but it still shows it even if it isn't complete.
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FIXED!