the idea is that the player has 30 minutes to repair and prepare during the day, for a massive wave of horrible nasties at midnight, where the wave continues until dawn.
This would probably be alot easier with triggers wouldn't it?
I'm trying to wrap my head around the "time per game loop" part of the lighting set models.
I currently have a day and night cycle on my map. But I want the day/night to go an exact speed, that is, 30 minutes night, 30 minutes day. So one cycle is 60 minutes.
However, "time per game loop" has counter intuitive logic, that is. if you set 1 hour, it goes insanely fast, if you set 1 second, it goes insanely slow.
How exactly do I time 1 hour into this headache of a field.
A map I am making is using the bashir terrain set, and at cliff level 1 I have natural cliffs, however I do not seem to be able place temple cliff type on level 2, the area is a massive plateau so there isn't any edge overlap at all , but trying to place temple cliff type on-top of it just automatically starts it on the base cliff level 0
I would like to make a point defense building which the player can only build onto a cliff, this is not built into the wall of the cliff but instead the top of the cliff. Unfortunately I would not have any idea on how to elegantly create this.
Solved. After much frustration and hair pulling, while I still don't understand /why/ it didn't work.
the issue of the "one shot inside maximum range" was caused by a missing actor that I hadn't even considered.
I'm documenting it here so perhaps someone can make use of this and this issue can be marked as solved.
HellionAttackBeamImpactSite is the original actor, I have renamed it for my purposes. But essentially this was missing from my set of effects. It makes no sense to me why this causes issues inside the maximum range of the unit, also being the kind of actor that it is I didn't think duplicating it for the flamer attack to use was an issue as the hellion version is the final link in the chain and just calls a final link effect therefore I would have thought it would of been fine to reference it.
Basicly what I had to do was go into the events for the actor and change the instance of "HellionE" to my "Fire Bat - Flamer (Search)" Fixed -_-
I'm not exactly the most savy here, but is there no field for doodads in the "search" for the explosion? and thus, can you not change this to exclude ?
But I really can't figure this "within maximum range" issue I'm running into. I have tried a bunch of things, and cleared up some legacy entries that might have been causing it, to no avail.
Is there a site which most people use to upload the map to so I can get one of you to take a look at it? I would start again, but now I want to know what the cause is so I can solve it in the future.
I have managed to fix the hostle/structure issue, you were right gix there was a legacy left over from the hellion cannon duplicate I forgot to replace
now there is only two bugs before I can say it's polished.
1. he still shoots the jet from the alternate hand when firing.
2. he still only shoots a single flame bolt when inside his maximum firing distance
And thank you very much gizmachu I'll give that a go
Thank mostly fixed it, but a new bug has shown up.
When he attacks a stationary target at maximum distance it works perfectly, as soon as the target becomes mobile or is within his maximum firing distance he only shoots a single tiny bolt of flame at them.
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the idea is that the player has 30 minutes to repair and prepare during the day, for a massive wave of horrible nasties at midnight, where the wave continues until dawn.
This would probably be alot easier with triggers wouldn't it?
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this is a data editor only version of a day night cycle xenrathe. I got the info for it from here
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I'm trying to wrap my head around the "time per game loop" part of the lighting set models.
I currently have a day and night cycle on my map. But I want the day/night to go an exact speed, that is, 30 minutes night, 30 minutes day. So one cycle is 60 minutes.
However, "time per game loop" has counter intuitive logic, that is. if you set 1 hour, it goes insanely fast, if you set 1 second, it goes insanely slow.
How exactly do I time 1 hour into this headache of a field.
Thanks :)
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cliffs are as follows as I understand.
2 1 0 (base) -1 (pits/lakes)
A map I am making is using the bashir terrain set, and at cliff level 1 I have natural cliffs, however I do not seem to be able place temple cliff type on level 2, the area is a massive plateau so there isn't any edge overlap at all , but trying to place temple cliff type on-top of it just automatically starts it on the base cliff level 0
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I would like to make a point defense building which the player can only build onto a cliff, this is not built into the wall of the cliff but instead the top of the cliff. Unfortunately I would not have any idea on how to elegantly create this.
Any ideas?
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Solved. After much frustration and hair pulling, while I still don't understand /why/ it didn't work.
the issue of the "one shot inside maximum range" was caused by a missing actor that I hadn't even considered.
I'm documenting it here so perhaps someone can make use of this and this issue can be marked as solved.
HellionAttackBeamImpactSite is the original actor, I have renamed it for my purposes. But essentially this was missing from my set of effects. It makes no sense to me why this causes issues inside the maximum range of the unit, also being the kind of actor that it is I didn't think duplicating it for the flamer attack to use was an issue as the hellion version is the final link in the chain and just calls a final link effect therefore I would have thought it would of been fine to reference it.
Basicly what I had to do was go into the events for the actor and change the instance of "HellionE" to my "Fire Bat - Flamer (Search)" Fixed -_-
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awesomeness, I look forward to seeing the map it looks entertaining :D although I can only guess at the mechanics.
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I'm not exactly the most savy here, but is there no field for doodads in the "search" for the explosion? and thus, can you not change this to exclude ?
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Pweaaaassseee
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Thanks for the help so far.
But I really can't figure this "within maximum range" issue I'm running into. I have tried a bunch of things, and cleared up some legacy entries that might have been causing it, to no avail.
Is there a site which most people use to upload the map to so I can get one of you to take a look at it? I would start again, but now I want to know what the cause is so I can solve it in the future.
Thanks all.
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I have found that the editor is just a wee bit more complex this time round, and needs some good and proper explainations for alot of this stuff.
check out the tutorial section.
But I personally started with this one.
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I have managed to fix the hostle/structure issue, you were right gix there was a legacy left over from the hellion cannon duplicate I forgot to replace
now there is only two bugs before I can say it's polished.
1. he still shoots the jet from the alternate hand when firing.
2. he still only shoots a single flame bolt when inside his maximum firing distance
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haha I also just noticed that the flame jets are alternating with the wrong hand :D, the firing hand is opposite to where the flame jet is coming from
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yeah I got his animations working correctly, it was the issue with the flame jets start point tho.
after following gizmanchus advice the animation looks correct apart from some caveats
1. both targets are standing still
2. fire bat is at maximum firing distance
3. target is hostile, target is not a structure (no flame jet OR damage in this case)
Thanks xenrathe
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Lol @ Zifoon
And thank you very much gizmachu I'll give that a go
Thank mostly fixed it, but a new bug has shown up.
When he attacks a stationary target at maximum distance it works perfectly, as soon as the target becomes mobile or is within his maximum firing distance he only shoots a single tiny bolt of flame at them.
What could be happening ?