I have had a look for the solution to this on these forums but can't seem to find it.
Anyway, I've been trying to edit the basic marine so that when he fires, it looks like he is firing the battlecruisers laser battery system. I've tried editting the actor and the effect for the weapon but it doesn't seem to work? Am I missing something obvious here? (And yes, I do suck at the data editor, I'm just a terrainer).
Secondly, I want to make those projectiles fire not just at the target but also around it (so that it looks like the marine is spraying & praying), but without being able to see the projectiles, it's fruitless.
If anyone can help me with this, would be greatly appreciated.
And sorry if this has been asked / solved before, I just can't seem to find it.
Cheers,
Really? Setting the weapon effect to the Battlecruiser - ATS Laser Battery (Launch Missile) should work. You need to use a SOp (Random Point In Circle) placed in the Target - Impact Site Ops - Operations field of the Action actor.
The visuals you see when the battlecruiser fires are Missile type actors created for the ammo units from the Units data type when launched by a Launch Missile effect.
I can train you to be an expert in the data editor, or just read the wiki.
Right now I'm trying to get it so that every say, 15 seconds (Done), a Zerg unit will unburrow at a designated point (Can get them to spawn, not unburrow), proceed to attack move to another point (Done), and then once there, stop the spawning and attack each other (Not done).
As well as that, I can't get protos units to display their warp in animation (Messed around with playing animations at points etc.)
And finally, I want it set up so that the zerg move slowly when not in combat, however, as soon as they get into action, their speed doubles (Tried and failed miserably on this one...)
Don't feel btw that you have to help me out with this, this is more just a map I'm playing around with to see what I can do / learn, not that I don't appreciate the help ofc!
You need to give them an Issue Order effect to order them to unburrow once spawned.
The attacking each other can be done with a modified Attack ability that is disabled until they need to kill each other.
Maybe apply a buff to the units that compares the distance to where you order them to move using a Location Range validator and on arrival applies a buff to the spawner (Caster?) that disables the spawning.
Used the apply anim group event action?
The move slowly when not in combat can be done with a buff that slows them to 0.5 speed multiplier but is disabled when in combat.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Heya guys,
I have had a look for the solution to this on these forums but can't seem to find it. Anyway, I've been trying to edit the basic marine so that when he fires, it looks like he is firing the battlecruisers laser battery system. I've tried editting the actor and the effect for the weapon but it doesn't seem to work? Am I missing something obvious here? (And yes, I do suck at the data editor, I'm just a terrainer). Secondly, I want to make those projectiles fire not just at the target but also around it (so that it looks like the marine is spraying & praying), but without being able to see the projectiles, it's fruitless. If anyone can help me with this, would be greatly appreciated. And sorry if this has been asked / solved before, I just can't seem to find it. Cheers,
Mad
Really? Setting the weapon effect to the Battlecruiser - ATS Laser Battery (Launch Missile) should work. You need to use a SOp (Random Point In Circle) placed in the Target - Impact Site Ops - Operations field of the Action actor.
The visuals you see when the battlecruiser fires are Missile type actors created for the ammo units from the Units data type when launched by a Launch Missile effect.
I can train you to be an expert in the data editor, or just read the wiki.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Hmmm ok, dunno what I did wrong there then. Cheers though Doctor. Got the spread effect working, pretty bad ass! Dankeschon.
What about the other problems?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Rest of it is alright tbh now buddy. Currently just messing around with data / triggers to see what effects I can get :)
Any effects you want to create specifically?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Right now I'm trying to get it so that every say, 15 seconds (Done), a Zerg unit will unburrow at a designated point (Can get them to spawn, not unburrow), proceed to attack move to another point (Done), and then once there, stop the spawning and attack each other (Not done). As well as that, I can't get protos units to display their warp in animation (Messed around with playing animations at points etc.) And finally, I want it set up so that the zerg move slowly when not in combat, however, as soon as they get into action, their speed doubles (Tried and failed miserably on this one...) Don't feel btw that you have to help me out with this, this is more just a map I'm playing around with to see what I can do / learn, not that I don't appreciate the help ofc!
You need to give them an Issue Order effect to order them to unburrow once spawned.
The attacking each other can be done with a modified Attack ability that is disabled until they need to kill each other.
Maybe apply a buff to the units that compares the distance to where you order them to move using a Location Range validator and on arrival applies a buff to the spawner (Caster?) that disables the spawning.
Used the apply anim group event action?
The move slowly when not in combat can be done with a buff that slows them to 0.5 speed multiplier but is disabled when in combat.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg