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    posted a message on Help with custom Spine Crawler (rooted and uprooted)

    prety easy ,

    First: dupplicated your spine crawler ( unrooted AND rooted cause they are 2 units , sorta liekt he supply depot )

    when u dupplicate , just dupplicated what u need : actor , weapon ,unit

    2: find ur spine crawler coppy ( double click it ) change the name ,

    3. once u click ont he UNIT on the RIGHT side of the data editor you have all the stats you need: stats (hp ) movement , HP , EXP , w/e

    4: you might need to go to you abillitis ( not at home so i cant remember if its an abillity or behaviour just studie the regualr 1 to find out) and add the Spine crawler ( unrooted COPY ) and change the regualr 1 for the COPY

    5: ont he bottum LEFT , go to weapon change damg , attack speed w/e you want

    6: if u want to chaneg the weapon , sdo it shoots out for example hydra spines , go back to the unit stats ont he left and go to COMBAT - WEAPON and find the weapon you wana give it

    7: in the actors you can change Size of unit and w/e

    8: if u dont want it to need CREEP to be build : go back to the unit on the left side find BEHAVIOUR : take out anythign witht he word CREEp in it. lol , then find FOOTPRINT and change it from 2x2 creep , to 2x2 ( just 2x2 )

    thats prety much it : thats prety much what i did but for a SUPPLY depo , i need to LOWER and RAISE like a DOOR , and they have 2 units for that 1 lower and 1 is raised . u cans tudie the supply depot as well to find out exacly how ,

    when i get home tonight ill see if i can be a little mroe specific

    Posted in: Data
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    posted a message on Editing the size of buildings

    actor : art = all set to 1,1,1 ( change ti to the value you want ) 1= normal size : 0.5 = half

    then go to the Unit normal stat s, and Upgrade the Unit Inner radius or the Structures foot print to mach your new size.

    done!!

    time to do this : 5sec a building lol , i did it for all my towers i had to chaneg them all to 1x1 size.

    best way to do it is select the foot print you want , place structure on map , and Modify actor till u get the right size.

    Posted in: Data
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    posted a message on How can I make traspasable a unit?

    u guys complicate things for nothing

    all u ahd to do is select the unit in the editor , and change:

    mouvement : collision set it to 0 , radious set it to 0 , and inner radius set it to 0.

    done. foot print has NOTHING to do with units , foot print is for structures , unelss u want a UNIT as a Structure.

    Posted in: Data
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    posted a message on weired problem with mouse

    ah cool , thanx alot :)

    Posted in: Data
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    posted a message on weired problem with mouse

    bumbed

    Posted in: Data
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    posted a message on Hero Making Issue

    you need to go to your Heros`s actors , every where it should say `` Immortal`` u need to add the ``Immortal`` , or Immortal Copy`` to the Actors

    if i understand ur problem , : u add the hero to the map , load up the map and hes not there?? or simply invisible? if so do as abouve.

    Posted in: Data
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    posted a message on Growing with level

    what u need to do is :

    Creat a Unit for EVERY size you want,

    creat a Morph abillity ( that u can activate with trigers , once reached lvl XX activate Morph abillity ) to morph to new Unit

    and u might also need Triggers so that once u change Units Size ur Unit/hero still has the same Spec/spells/lvl that it did .

    im not sure about the units that lvl , but thats how u do it for TOWERS in TD games that Change ocne they upgrade ( sorta like in ``redcircle defence``)

    Also what u might want to do is check out `` MARINE AREANA `` if u can DL from B-net int he editor , the Units size for Mariens change TWICE deppending on a phew upgrades you give it , the key to this map is , once the unit MORPH they KEEP existing upgrades and buffs.

    Posted in: Data
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    posted a message on weired problem with mouse

    hey guys and girls

    i have NO IDEA what i did to cause this but in my map when i go int he game , and i select a unit and make them move some where

    the little green cercle that flahes arround ur mouse point disapeared?? doesnt really change any thing to the map , but id liek to see where i click lol

    is this some thing i changed in the data editoer ?? or something my Trigger man might have changed in triggers???

    Posted in: Data
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    posted a message on [Tutorial, Data] The RollCopter, Drunk Marauder, etc by Rocker Actor

    thats the one im trying to do , lol i did everything to the letter.

    i think i know why now , its not attacking

    is there a way to just make it roll the second it moves?

    Posted in: Tutorials
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    posted a message on [Tutorial, Data] The RollCopter, Drunk Marauder, etc by Rocker Actor

    i followed ur instructions step by step

    but it still doesnt spin :S

    Posted in: Tutorials
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    posted a message on problem with Aura

    <<quote 239522>>

    If you use the same behavior, the affected units will search for nearby targets as well. You see the problem with this? ;) <</quote>>

    Im not sure i understand what your trying to say. Main unit has an Aura that Slows down Towers attack speed , u saing if the tower is effected it will also effect towers near it??

    i just got an Idea , i remembered a map RED CIRCLE that uses the same AURA im talking about but as a tower , maybe i can go check how he did it.

    Posted in: Data
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    posted a message on problem with Aura

    well thats what i have now ,

    but the BEHAVIOUR i have does not take effect , i have no problems doing it on UNITS but it just doesnt work for Buildings , is it because they are structures and normaly structure dont attack??

    i set a SEARCH effect and a Apply behaviour effect

    so 1 behaviour type with 2 effects <sub> and in the search Effect i have it so it REQUIRES target to be a structure , and in the modifaction filed : i changed the attack speed motiplyer to haff</sub>

    i dont understand why i would need 2 behaviours?? when the first one has the attack speed multiplyer ( so i reduce that ) with a seartch effec and a apply behaviour effect that applys the behaviour to any Units in the Search Filed.

    Grrrrrrrrrrrr :( lol

    Posted in: Data
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    posted a message on [Resolved] Interrupted Channel ability

    better off adding a Check condition Trigger for this.

    if target movevs out of range , run expire effect of target unit

    something like that .

    Posted in: Data
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    posted a message on problem with Aura

    bumbed

    Posted in: Data
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