Is it possible at all? I've tried Modify Unit height changes, Behavior height fields and Apply Force, missiles appear to be completely unaffected by all 3.
Is there a way of replacing the Mover of a missile? Behaviors don't seem to have such a field.
Ultimately I'm trying to replicate the Time Bomb Mothership ability from alpha development, but the missiles in the demo video even roll around after falling, so they seem to be using the same physics engine as the fragments of exploding units/buildings. Does that mean the drop was a custom death animation with a single "shard" (aka the falling missile)?
a) broken, the effects are all named "Artanis-", while the ability itself calls for the effects without his name (easy enough to fix, which I did)
b) different: The ArtanisTemporalRift works like the Chrono Rift Device from the campaign, except it's actually weaker than that. It merely slows all ground units to 33% (via time scaling); this version of the ability doesn't even affect missiles at all.
The Purifier Planet Cracker is also different from the original. The original one allowed the ship to move, and consisted of 8 beams: 1 center one, 4 spiraling around that and 3 more launched from the 3 "prongs" of the MS hull. The central beam array and another version (at least I think it's that, might be an old version of the normal MS beam weapon) still exist as unused models. The actual effect is very simple too, all you'd have to do is make a Behavior that periodically fires off a Psistorm-like effect centered on the caster.
The original Time Bomb effects, the original Warp-In animation, the Black Hole animation as well as the original Colossus beam aren't included in the editor.
Search "Starcraft 2 demo" on YouTube if you haven't seen the video I'm talking about, it's pretty cool.
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Is it possible at all? I've tried Modify Unit height changes, Behavior height fields and Apply Force, missiles appear to be completely unaffected by all 3.
Is there a way of replacing the Mover of a missile? Behaviors don't seem to have such a field.
Ultimately I'm trying to replicate the Time Bomb Mothership ability from alpha development, but the missiles in the demo video even roll around after falling, so they seem to be using the same physics engine as the fragments of exploding units/buildings. Does that mean the drop was a custom death animation with a single "shard" (aka the falling missile)?
@Photoloss: Go
Aparently so.
Is that a quote? Should clicking the green arrow highlight a part of my post?
Because I don't see anything, and I have no idea which part of my post you're refering to. I hope you don't mean the last sentence.
Why not just use the ability? Just because the in game mothership can't doesn't mean it's not there ;) I have also seen the purifier planet cracker.
The existing ability is
a) broken, the effects are all named "Artanis-", while the ability itself calls for the effects without his name (easy enough to fix, which I did)
b) different: The ArtanisTemporalRift works like the Chrono Rift Device from the campaign, except it's actually weaker than that. It merely slows all ground units to 33% (via time scaling); this version of the ability doesn't even affect missiles at all.
The Purifier Planet Cracker is also different from the original. The original one allowed the ship to move, and consisted of 8 beams: 1 center one, 4 spiraling around that and 3 more launched from the 3 "prongs" of the MS hull. The central beam array and another version (at least I think it's that, might be an old version of the normal MS beam weapon) still exist as unused models. The actual effect is very simple too, all you'd have to do is make a Behavior that periodically fires off a Psistorm-like effect centered on the caster.
The original Time Bomb effects, the original Warp-In animation, the Black Hole animation as well as the original Colossus beam aren't included in the editor.
Search "Starcraft 2 demo" on YouTube if you haven't seen the video I'm talking about, it's pretty cool.