Not sure where else to put this and this forum seemed best.
Does anyone know how to reverse an animation? I have the Scourge Nest and when it attacks by the end of the animation it dies. The animation is 5 seconds long and 2.5 seconds is actually a perfect cut off point to make it stop animating in that direction and reverse instead so it doesn't look like it dies every time it attacks.
I understand missiles can be fired at points. I used Fungal Growth as my base for trying to figure out how to get this ability to work. I was unsuccessful.
I don't know why it requires to center on a unit to fire.
Ok so I changed the LM to call up the Search. Nothing changed, but I left it there, it made sense.
Then I changed the CP and LMSet to both Target Unit/Point and that got it to work!
I then changed it Target Point on both and that reverted it to consuming energy and doing nothing.
However the problem with the Unit/Point is that if you cast it and are not targeting directly on top of a unit it will still cast it and consume the energy and go on cooldown without doing anything (not even firing missiles). Even if there are units in the radius.
It's too easy to whiff a spell in this game and it would be silly for it to whiff and not at least see an animation when it drains your energy. So how do I fix that?
I made a unit that has 12 weapons and turrets and it only fires 1 at an enemy. For example there can be 6 Zerglings in range but it will fire one weapon at each Zergling, meaning 6 are firing and 6 are idle.
If there is 1 Thor I'd like it to fire all weapons at the Thor.
Furthermore (it's an air unit) if there is 1 Stalker and 6 Zerglings it will only fire 1 weapon at the stalker instead of 1 at the Stalker and 6 at each Zergling.
Any ideas so it will actually fire all weapons?
The TSRandom thing looks promising but I don't even know what that does.
Having trouble making a unit launch 3 missiles on ability activate.
Each missile is linked to an effect Set that has two effects, damage and behaviour. So each missile applies it's own damage and behaviour. These missiles target a radius like a standard ability like psi storm.
Problem is the missiles aren't launching at all, but energy is being consumed.
I turned the Haywire Missiles a Warhound has in to an activated ability and I'm attempting to get them to fire in the same manner when they were just a passive.
Hi, I'm using the exact same ability but on the Leviathan. I don't have OPs problems but the drop pods spawn a Leviathan and I have no idea why. I didn't add that to them.
So the Leviathan casts drop pods, it consumes energy and goes on cooldown, all the snazzy effects happen, and all the other correct units spawn, but it also spawns a Leviathan for some reason.
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Any idea on the kind of software?
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Ah, figured it out. Initial Placement needed a unit and it didn't have one. I thought the spawn effect was good enough.
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Not sure where else to put this and this forum seemed best.
Does anyone know how to reverse an animation? I have the Scourge Nest and when it attacks by the end of the animation it dies. The animation is 5 seconds long and 2.5 seconds is actually a perfect cut off point to make it stop animating in that direction and reverse instead so it doesn't look like it dies every time it attacks.
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Fixed it thanks to hobbidude. Apparently the validator (Not Hidden) on the LM was breaking it.
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Yep, I did. Legitimately cannot find what is wrong. You might need to take a look at the file.
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The CP has 3.
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They're different weapons.
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I understand missiles can be fired at points. I used Fungal Growth as my base for trying to figure out how to get this ability to work. I was unsuccessful.
I don't know why it requires to center on a unit to fire.
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Ok so I changed the LM to call up the Search. Nothing changed, but I left it there, it made sense.
Then I changed the CP and LMSet to both Target Unit/Point and that got it to work!
I then changed it Target Point on both and that reverted it to consuming energy and doing nothing.
However the problem with the Unit/Point is that if you cast it and are not targeting directly on top of a unit it will still cast it and consume the energy and go on cooldown without doing anything (not even firing missiles). Even if there are units in the radius.
It's too easy to whiff a spell in this game and it would be silly for it to whiff and not at least see an animation when it drains your energy. So how do I fix that?
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I kept them because the original Haywire Missiles had them, but I have yet to understand why.
Edit: I'd have thought that even if it didn't call up a Search that it'd still fire the missiles at least but not do anything :/
I'm going to try all of your variations right now starting with the search.
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More information. The ability's cursor effect is Haywire (Search), the Effect Effect is Haywire CP.
The CP's target is target point. The period effect is Tornado Missile LMSet. CP has 3 periods and period duration of 0.125 Time scale at caster.
The LMSet has Tornado Missile LM and LM Dummy. Target Location type: Unit.
LM has impact location target point and impact effect Haywire Missiles (Set), Ammo Unit: Weapon - Tornado Missile.
LM Dummy has Ammo unit Tornado Missile Dummy and Impact Effect Tornado Missile Damage Dummy
Haywire Missiles (Set) has Apply Behaviour and Damage. Uses Target Location type Unknown (Point and Unit didn't seem to change anything either)
The Search also applies the (Set). (Target Point)
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Pretty sure it's neither of those. Are you available for Skype?
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Hey I have a similar problem.
I made a unit that has 12 weapons and turrets and it only fires 1 at an enemy. For example there can be 6 Zerglings in range but it will fire one weapon at each Zergling, meaning 6 are firing and 6 are idle.
If there is 1 Thor I'd like it to fire all weapons at the Thor.
Furthermore (it's an air unit) if there is 1 Stalker and 6 Zerglings it will only fire 1 weapon at the stalker instead of 1 at the Stalker and 6 at each Zergling.
Any ideas so it will actually fire all weapons?
The TSRandom thing looks promising but I don't even know what that does.
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Having trouble making a unit launch 3 missiles on ability activate.
Each missile is linked to an effect Set that has two effects, damage and behaviour. So each missile applies it's own damage and behaviour. These missiles target a radius like a standard ability like psi storm.
Problem is the missiles aren't launching at all, but energy is being consumed.
I turned the Haywire Missiles a Warhound has in to an activated ability and I'm attempting to get them to fire in the same manner when they were just a passive.
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Hi, I'm using the exact same ability but on the Leviathan. I don't have OPs problems but the drop pods spawn a Leviathan and I have no idea why. I didn't add that to them.
So the Leviathan casts drop pods, it consumes energy and goes on cooldown, all the snazzy effects happen, and all the other correct units spawn, but it also spawns a Leviathan for some reason.