In my mod I have Battlecruisers that are 8x the normal size (so it's larger than an entire base) and I've given weapons say 24 range. That range works well for normal combat in the mod, but because the Battlecruisers are so huge (effectively 30 units), by the time the Battlecruiser comes in range, part of its model appears at a distance of only 9 units from the attacking unit! It's practically in the unit's face! And when the Battlecruiser attacks its attacking at an apparent range of 9 units (from the head of the battlecruiser) which is less than a third of the Battlecruiser's length! And two Battlecruisers with that range would have overlapping models before they can engage each other!
Any way to make weapons have effectively longer range when targeted at or fired by larger units? ie. Marine vs Marine, 24 range, Marine vs Battlecruiser or Battlecruiser vs Marine, 24 + 15 range, Battlecruiser vs Battlecruiser, 24 + 15 + 15 range etc. It can't be a 'select case' type of workaround given it's not just the Battlecruiser with a large model. Is this even possible?
I have Legacy Options: Use Range to Center unchecked for the attacker's weapon. It seems like the attacker hits the Liberator at about <1/2 unit closer than it hits the Battlecruiser. Seems like there might be a field where I can specify a unit's collision radius and it's slightly larger by default for the Battlecruiser, but I can't seem to find it. Any idea where can I adjust this setting?
Ok, I found that Unit: Movement: Radius seems to do this (ie. increasing it from 1.75 to 7.75 allows units to attack it from 6 units further away). Unfortunately it seems to be limited to 7.75 which is still less than half the radius of my Battlecruiser. Anything else I can try?
Marines and the like are already at 20% of their default size, they're so small that I had to modify the default camera to zoom in just for them to be recognizable as Marines at all, and zooming in any more causes the ground texture to look terribly aliased (and I'm already on ultra settings).
Oh wow that's what I'm looking for! Though when I set it from 4 to 1 or 16 or 100 in my extension mod for all the Korhal items (the one used by Atlantica Unlimited, my test map) I don't see any difference. And per this link https://www.sc2mapster.com/forums/development/data/157200-terrain-tiling-frequency it seems it doesn't work and has to be done via console? Also alt with + doesn't seem to open up the console, is it available for Test Document?
The forum post says it is Alt with ~. I thought the tiling frequency had been fixed but needed the terrain type used by the map to be reloaded under the Map Texture Sets window.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Then it can't be used on extension mods.. Ah darn...
I opened up a map, changed tiling frequency for a second tileset, added it in Map Texture Sets, and changed some of the texture tiles in the map to the second tileset, but it still appears as normal in the editor. Am I doing this wrong?
Alt with tilde doesn't seem to work either (I saw your post just now on my phone instead of Chrome and wow I would never have suspected that was a tilde! Looks just like a dash in my browser.
Remember that blizzard did change the hotkeys used by the editor recently (well compared to that post) so it might have been allocated to a different hotkey.
In my mod I have Battlecruisers that are 8x the normal size (so it's larger than an entire base) and I've given weapons say 24 range. That range works well for normal combat in the mod, but because the Battlecruisers are so huge (effectively 30 units), by the time the Battlecruiser comes in range, part of its model appears at a distance of only 9 units from the attacking unit! It's practically in the unit's face! And when the Battlecruiser attacks its attacking at an apparent range of 9 units (from the head of the battlecruiser) which is less than a third of the Battlecruiser's length! And two Battlecruisers with that range would have overlapping models before they can engage each other!
Any way to make weapons have effectively longer range when targeted at or fired by larger units? ie. Marine vs Marine, 24 range, Marine vs Battlecruiser or Battlecruiser vs Marine, 24 + 15 range, Battlecruiser vs Battlecruiser, 24 + 15 + 15 range etc. It can't be a 'select case' type of workaround given it's not just the Battlecruiser with a large model. Is this even possible?
Odd. It should be related to the border of the collision radius unless the Use Range To Center flag is enabled.
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 for the swift reply!
I have Legacy Options: Use Range to Center unchecked for the attacker's weapon. It seems like the attacker hits the Liberator at about <1/2 unit closer than it hits the Battlecruiser. Seems like there might be a field where I can specify a unit's collision radius and it's slightly larger by default for the Battlecruiser, but I can't seem to find it. Any idea where can I adjust this setting?
Ok, I found that Unit: Movement: Radius seems to do this (ie. increasing it from 1.75 to 7.75 allows units to attack it from 6 units further away). Unfortunately it seems to be limited to 7.75 which is still less than half the radius of my Battlecruiser. Anything else I can try?
Why does it need to be so large?
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
Well, just trying to create a mod where units are tiny and can shoot enormous distances. But if it can't really be done then that's that :/
So why not just scale everything else down instead of having a >15.5 wide battlecruiser?
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
Marines and the like are already at 20% of their default size, they're so small that I had to modify the default camera to zoom in just for them to be recognizable as Marines at all, and zooming in any more causes the ground texture to look terribly aliased (and I'm already on ultra settings).
You do know you can adjust the Tiling Frequency of terrain under the Terrain Types data type...
You can easily reduce stuff to 1/8 size.
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
Oh wow that's what I'm looking for! Though when I set it from 4 to 1 or 16 or 100 in my extension mod for all the Korhal items (the one used by Atlantica Unlimited, my test map) I don't see any difference. And per this link https://www.sc2mapster.com/forums/development/data/157200-terrain-tiling-frequency it seems it doesn't work and has to be done via console? Also alt with + doesn't seem to open up the console, is it available for Test Document?
The forum post says it is Alt with ~. I thought the tiling frequency had been fixed but needed the terrain type used by the map to be reloaded under the Map Texture Sets window.
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
Then it can't be used on extension mods.. Ah darn...
I opened up a map, changed tiling frequency for a second tileset, added it in Map Texture Sets, and changed some of the texture tiles in the map to the second tileset, but it still appears as normal in the editor. Am I doing this wrong?
Alt with tilde doesn't seem to work either (I saw your post just now on my phone instead of Chrome and wow I would never have suspected that was a tilde! Looks just like a dash in my browser.
Remember that blizzard did change the hotkeys used by the editor recently (well compared to that post) so it might have been allocated to a different hotkey.
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