hi. I'm making a map and I've encountered some problems. im not good enough with the editor to know how to fiz them, and I was hoping someone would help. (you will be given credit, of course)
1. i have an ability based on the infester- "infested terrans" ability. it spawns 2 banelings instead. i have an "ultimate" ability that uses triggers. an invisible observer follows the zerg hero and when it uses an ability it is ordered to lanch a bung of baneling eggs around my hero. its supposed to be drop pods, but they go up then down. how do i make the egg start from a higher location, or look like it's falling from the sky
2. core structures near resources. i asked this before and the response was "footprints". what about the footprint. (im looking into this, and may solve it myself. until then, i would appreciate an answer)
3. making units be able to move and shoot while not turning to face the target. i have an "Air Support" terran ability. this spawns some fighters at the bottom corner and fly to my heros position attacking everything on the way. but they stop and shoot the attacker. i want it to be like a strafe (think of how the mothership works)
you will get special thanks in-game for providing help
@joey101d: Go I was the one who answered "footprints". So here are additional instructions: The starter buildings use placement footprints that are blocked by the "near resources" flag. If you edit those so they are no longer blocked by that flag, you can place them next to the mineral line. I don't know how familiar you are with Footprints data, so if you require additional information PM me, like the other guy in that thread did.
3- set their weapons' arc to 360 and the units wont need to turn in order to attack. You also need to enable move in the weapon data, and uncheck a flag named "Only Fire at Tagert" or something like that.
1. Behaviours have a field used by the phoenix ability that can adjust unit height over time. No need for a second unit following the infestor since you can use the Action actor and a few offset Site actors to make it look like it falls from the sky via a Launch Missile effect.
3. Use a model with a TurretZ attachment point or use my turret simulation system.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
hi. I'm making a map and I've encountered some problems. im not good enough with the editor to know how to fiz them, and I was hoping someone would help. (you will be given credit, of course)
1. i have an ability based on the infester- "infested terrans" ability. it spawns 2 banelings instead. i have an "ultimate" ability that uses triggers. an invisible observer follows the zerg hero and when it uses an ability it is ordered to lanch a bung of baneling eggs around my hero. its supposed to be drop pods, but they go up then down. how do i make the egg start from a higher location, or look like it's falling from the sky
2. core structures near resources. i asked this before and the response was "footprints". what about the footprint. (im looking into this, and may solve it myself. until then, i would appreciate an answer)
3. making units be able to move and shoot while not turning to face the target. i have an "Air Support" terran ability. this spawns some fighters at the bottom corner and fly to my heros position attacking everything on the way. but they stop and shoot the attacker. i want it to be like a strafe (think of how the mothership works)
you will get special thanks in-game for providing help
@joey101d: Go I was the one who answered "footprints". So here are additional instructions: The starter buildings use placement footprints that are blocked by the "near resources" flag. If you edit those so they are no longer blocked by that flag, you can place them next to the mineral line. I don't know how familiar you are with Footprints data, so if you require additional information PM me, like the other guy in that thread did.
3- set their weapons' arc to 360 and the units wont need to turn in order to attack. You also need to enable move in the weapon data, and uncheck a flag named "Only Fire at Tagert" or something like that.
1. Behaviours have a field used by the phoenix ability that can adjust unit height over time. No need for a second unit following the infestor since you can use the Action actor and a few offset Site actors to make it look like it falls from the sky via a Launch Missile effect.
3. Use a model with a TurretZ attachment point or use my turret simulation system.
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
thanks, guys! ill be sure you credit you two!
So solved?
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