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    Ability Stops Working if Used Through Trigger?

    I know that title was rather vague, but I'm having a very strange problem here, which I'm hoping somebody can guide me through. I have a fairly large triggered ability (Dummy Cast Effect, all actions performed through behaviors and triggers) with two Wait actions in it. I have another ability...
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    Manipulating Site (Mover)s?

    Hi all, I tried altering a Colossus weapon to have a more 'zig-zaggy' feel. The effects follow the correct locations, but the Beam Actors continue to do the original Colossus attack animation (two beams that overlap in a straight line). What do I have to do to the Colossus Beam Site (Mover) to...
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    Immolation?

    Grr, sounds long doing it the Data editor way. Yeah I could trigger it in about 20 seconds for an infinite number of vehicles, but I have to start somewhere with the data editor... Well, off I go to give it a try...
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    Immolation?

    Darn, I was hopign there would be a comparable ability I could just edit the damage values for. I am almost completely inept with the data editor (I've learned ot do some basic stuff, since I create things to interact with triggers), but most of it is a mystery to me. Sorry if this sounds...
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    Immolation?

    Hey guys, I've got a newbie question here. What is the Starcraft II equivalent to Immolation from WC3? For those who don't know the reference, I'm looking for a behavior that deals damage to all units within a certain range of the unit with the behavior. Thanks.
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    Syntax Error, Cannot Save

    You had the right idea. I'm not sure why it produced the error within the Squad Member function...it ended up being a custom action I was using and accidentally had a parameter blank for. Thanks.
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    Syntax Error, Cannot Save

    So I was mucking about with a bunch of my custom functions and decided to save (I've done WAAAY too much work to simply revert). Unfortunately, I keep getting syntax errors. If I simply remove the offending segment, it just finds another. Here's the error code: unit...
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    Rotating Turrets Through Triggers

    That's what I tried, but your only options are (Default), Chest, Head, and then a bunch of Xs and Zs. 'Turret' doesn't seem to be an option. I can't just make the unit or entire actor face it, because I need the body to face one way, while the turret faces another.
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    Rotating Turrets Through Triggers

    Any way to do this? I've found this to be a problem on more than one occassion now. A good example would be the Siege Tank model (in Tank Mode). Its primary weapon turns independent of its body, but telling a trigger to make the tank's actor's 'head' or 'chest' face another actor results in...
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    Detecting Water?

    Yeah that is a bit of a pain, but it would definitely work. I've created a third person shooter library for people to use (it's quite impressive actually, if I do say so myself) and I have different actors that display depending on where bullets land. It came to my attention that hitting water...
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    Unit Pitch, Issue

    Depends on the situation. Is the unit you're using that on moving or attacking or using an order of some kind? That actor message is undone upon issued orders, unless you have the Lock Rotation option set in the unit's actor.
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    Detecting Water?

    Well as I said, this is going in a Library, so it has to be triggered. It can't involve regions of cliff heights because somebody else using my library may have their water in a different place. There's gotta be a way to do this without regions...could the water blocks be considered doodads...
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    Dependencies Remove Object Editor Data?

    I'd like to bring this discussion back from the dead. I have tried multiple times to resolve this now and online searches make it clear that this is a massive problem. I've now read on four different sites that the solution is to do this: Add Liberty Story (Campaign) and Liberty (Campaign)...
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    Detecting Water?

    Huh, no response yet...guess this is harder than I thought it would be...
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    Detecting Water?

    Simple question: Is there a [trigger] condition that allows me to check whether a unit is standing on/in water or not? I plan on putting this in a library for others to use, so I can't use pre-created regions.
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    Unit Pitch/Roll?

    Yeah I'd like to know how to do this too. How do you add a constant pitch/roll rotation to an actor? I see the Site Operation field mentioned and can click Hold Rotation (which may or may not fix the problem of it resetting on movement?) but couldn't find Explicit Rotation Actor.
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    X,Y,Z Offset?

    Ah thanks guys. I actually solved it myself through a LONG time of experimentation. However, here's what I'm trying to do. My initial intention was to detect where a unit is hit by a passing projectile and create an actor to show where the 'impact' occurred on the character model. It works...
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    X,Y,Z Offset?

    Hey guys, simple enough math question here. If I have an initial x, y, z point, how do I find the x, y, z coordinates of a point c distance away? Also, how would I implement this into the trigger editor? For a XY scenario, I could just use (point offset by distance towards angle), but the...
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    Curious Problem with Turning Destructibles

    I have a bunch of destructibles on my map that are slightly altered version of the 2x4 Braxis Alpha Destructible Rocks. This is a new problem, but I'm not sure what actually caused it. When I place an effect on the destructible (to do damage, nothing else) the destructible turns 70 degrees...
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    Effects That Hit Units or Ground?

    I found the value you mentioned...somehow it was set to only Target Points instead of Units, which makes this whole thing even more bizarre... I switched it to Point/Unit but I still have the same problem. The effect can be placed right beside the enemy and nothing happens.
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