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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Damn. I'll be unable to play T.T...

    It looks awesome...

    Posted in: Project Workplace
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    I would like to join, but will this be on EU server??

    Posted in: Project Workplace
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    posted a message on Help: Actor faced to air.

    Hi all, I'm trying to create an actor with model HellionUpgradeAttackBeam (theblue flame of the hellion) and I want it to be faced up to the air as it was appearing from the floor. What kind of actor should I make for this?? What fields should i change??

    Thanks for help.

    Posted in: Data
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    posted a message on Help. Actor faced to air.

    How could I do this??, actually I'm not using a data actor, I create model on generic actor by triggers. So it would be better to create an actor on data and modify something??

    Thanks again.

    Posted in: Triggers
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    posted a message on Help. Actor faced to air.

    Hello, Anyone?

    Posted in: Triggers
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    posted a message on Help. Actor faced to air.

    Hello, I´m trying to create an actor at point, which is Hellion Beam, but this will appear faced to south and i want it to be faced to the air, as it was appearing from the ground. What message and with what caracteristics should I send to the actor in order to do this?

    Thanks for help.

    Posted in: Triggers
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    posted a message on CoreFight

    To solve the bug of the sharing mineral, you can create a trigger like this:

    Events

    Any player leaves the game.

    Actions

    Set playerleaved [number of player]=1

    To work you create a global array variable of type integer with spots= number of players , called playerleaved and set to 0 (all spots) at the beginning of the game. And add a condition to the trigger that gives the money (I asume you give the money each 10 seconds by a trigger) like this:

    Actions

    if (playerleaved [player number]==0)

    Here you put the trigger you use.

    ---------------

    Hope this was helpfull. It looks really cool, I will try it soon.

    Posted in: Map Feedback
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    posted a message on Help stablishing requirements.

    Anyone?

    Posted in: Data
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    posted a message on Help stablishing requirements.

    Hello again, I have worked in an ability like the broodlord one but a bit different. The type is ¿Load Chamber? (Sorry my editor is not in english :S) Is the same type as the broodlord hangar ability. Well it works perfectly, just as I wanted but the problem is that it has no field of Commands - Requirements so I want to make the ability only usable if you have researched it, but there is no field to stablish requirements. What can I do?

    Tank you ;)

    Posted in: Data
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    posted a message on Help with detection arc.

    Thank you for the explanation of the sight phisics Rushhour ;)

    Ok I know a bit of trigger, just essential, spawning, giving orders, changing owner player... But I am not sure on how to do all you said, so some help with the events and the actions to use would be thankfull. Thanks and happy New Year by the way ;)

    Posted in: Data
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    posted a message on Help with detection arc.

    Fine but the problem is how I do to make them not to turn round when a enemy unit is sighted?

    Posted in: Data
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    posted a message on Help with detection arc.

    It doesn't get to work, doing those things make the unit to not turn if you shoot it out of its range (and that was the only condition I wanted for turning D:)

    But in the moment you get in the sight range it turns and shoots.

    Posted in: Data
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    posted a message on Help with detection arc.

    I mean sight, imagine a normal marine ok? the thing is to make him only attack if the enemy is in an especific angle of vision.

    Posted in: Data
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    posted a message on Help with detection arc.

    Hello, I have been working on project with the idea of "Commandos" if you have played it. I have done the terrain and some heroes but i got stack on the arc vision of units. What I want to do is make the enemy units only attack if the unit is in an arc of vision. Let's say the arc is 180º, this will make the unit only attack units coming from the front and sides, so if a unit passes by at it's back it will not turn neither attack.

    I tryed to do so with a buff and changing detection arc but it doesn't get to work, thank you all, you are awesome.

    PD: Sorry if my english level is bad :S

    Posted in: Data
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    posted a message on Detection and attack process.

    Sorry but I'm unnable to do this. I tryed to make the buffer and change radar and detection arc but it still doesn't work (i even tryed with 1º) The thing is that if i have a marine facing to north and a zergling gets nearby from south this marine won't detect, so it will not attack; but if the zergling comes from north it will detect him and attack.

    I'm so noob at this D:

    Posted in: Triggers
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