Does anyone know how I might make it so pylons have the warp-in behaviors like in Multiplayer in a Campaign Dependency-based game? Like how if the pylon is next to a Warp Gate, the units warp in faster and it displays a different colored pylon field?
The reason I'm trying to do this is because I'm adding warp-in and placement models for ALL Protoss units, so I can have them warp in from a Super Warp Gate; however, when the units are placed into a pylon field they do not play the whole warp-in animation, it ends up getting cut off. I think it's because it thinks that the animation should be a full 12 seconds long in the case of a multiplayer game in a pylon field without a Warp Gate buff, but since the campaign makes it so the warp-in time is just 6 seconds for all pylons, it doesn't play the whole animation.
Anyway, assistance in this would be much appreciated.
Thanks!
-Ymerejliaf
Sounds like power levels of the Power Source behaviour and the Behavior: Power Stage - Modification - Rate Multiplier Array field of the Power User behavior.
That sounds like the Model actors of what you are using to create the units. Check the events for specific durations.
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Thank you DrSuperEvil. Always helping out! I was able to get it working. It was actually a really easy fix, though I didn't think of it at first, I hadn't added the "pylon special power" and "Near Warpgate or Nexus" behaviors to the pylon so it did not function how I initially wanted it to. Then it was a simple fix on the Super Warp Gate. So thanks again!
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Hi,
Does anyone know how I might make it so pylons have the warp-in behaviors like in Multiplayer in a Campaign Dependency-based game? Like how if the pylon is next to a Warp Gate, the units warp in faster and it displays a different colored pylon field?
The reason I'm trying to do this is because I'm adding warp-in and placement models for ALL Protoss units, so I can have them warp in from a Super Warp Gate; however, when the units are placed into a pylon field they do not play the whole warp-in animation, it ends up getting cut off. I think it's because it thinks that the animation should be a full 12 seconds long in the case of a multiplayer game in a pylon field without a Warp Gate buff, but since the campaign makes it so the warp-in time is just 6 seconds for all pylons, it doesn't play the whole animation.
Anyway, assistance in this would be much appreciated. Thanks! -Ymerejliaf
Sounds like power levels of the Power Source behaviour and the Behavior: Power Stage - Modification - Rate Multiplier Array field of the Power User behavior.
That sounds like the Model actors of what you are using to create the units. Check the events for specific durations.
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
Thank you DrSuperEvil. Always helping out! I was able to get it working. It was actually a really easy fix, though I didn't think of it at first, I hadn't added the "pylon special power" and "Near Warpgate or Nexus" behaviors to the pylon so it did not function how I initially wanted it to. Then it was a simple fix on the Super Warp Gate. So thanks again!