I created a weapon that applies a behavior on the target. That behavior has a cool-down, and dies out eventually. The weapon I generated is channeled, so as long as it fires at the target, the behavior will always be applied. I want my weapon to continuously attack any target (That includes...
ty.. that solves my delay problems.. do u know how to add a charging model too? like before it fires, a model will appear to make it look like its charging its weapon?
nvm.. i got it to work by; during the unit construction i swapped the models with a blank model. When the construction finishes, i replaced the model with the auto-turret model. now it looks like it constructed normally. ty anyway
i already attached the terran construction model (small) to it. How would i apply the opacity? And once its finish building, how will i apply it to show up again?
@Dave312 Yes.. that is what i am attempting to do. There could be an easier way, i don't know, but this is one of the other ways i could think of. Unless i can edit the model on 3ds max and give it the building animations, but i am not familiar with the program that much, unless you might know...
Is there a way to make a scv build a "dummy unit", as in its just a temporary placeholder unit, and when that dummy unit is done constructing it will create the actual unit and replace it? I attempted to do so but it just created the actor on top of the dummy unit. It didnt really replace the...
the Combat: Launch Attachment Query is automatically attached to Filter Weapon 00. Yet i don't know if that attachment method is set to the model's weapon attachment which is ref_weapon [e_attachRef_weapon].
i meant to say "without" using a trigger.. but i forgot that could be done, i was wondering if there was a passive effect, like using a behavior that will automatically do it for you.
on the unit you are trying to show the drop model effect, go to the units Actor -> Event.
create a new Event, then select Behavior, then Merc Ground Drop, and then Create.
After, change the term to create, change the name type to Actor and select WarPigDropModel (Unnamed)
It should Finally look...
Is it possible to create an ability or behavior, with using triggers, to convert minerals to vespene? For example; for every 10 vespene present, a unit will convert it to 1 mineral. Its because i am creating another kind of custom resource. heh.. just wanted to know.
I'm not sure if this is a common problem that has been solved many times but, i really need help with this. When it comes to making a new projectile weapon, I don't know how to change the launch location of the missile. I don't know where to change the attachment of the weapon. Please help...