@Kabelkorven: Go There are a few thigns you might want to check. Set the right mover, the right collision flags, the right height map, in this case ground. But funny enough I had problems because my scarab was set to launch itself as a missile at a certain distance from target instead of moving into melee and detonating. It caused a problem with pathing similar to yours, because the scarab was actually trying to get into range to launch itself and not trying to move to the target. Then I changed it to move and detonate within melee distance and the pathing got a lot better.
@Kabelkorven: Go Now that you mention it I think none of the custom textures showed for me in the editor. It's probably blizzard's bug so we can't fix it.
For some unknown reason one of my buff models does not show up when units has a buff.. Everything looks ok with the model + actor evens.. and the unit gets the buff since the effect occurs on the units.. but no model..
If anyone would like to take a look I can send you the MOD file in a PM.
I like the mod. I am working on a melee mod myself. It's coming along. It's more of an extension of liberty with added mechanics and some macro changes.
I really miss the reavers and these reavers just don't seem satisfying enough. The broodwar mod does confine scarabs to cliffs, maybe you can copy or ask for some tips from that project.
If you want scarabs to ignore buildings you can try messing with the unit's movement: collide flags. If you notice all units interact with ground and forcefield and forcefields only interact with force field and massive units only interact with ground(if you remove the forcefield shatter ability you will notice massive units walk through forcefields). If you modify all of the structures and set them only to collide as structure and take all the units and make sure they also collide with structure you can do the same thing so that scarabs and other units that are ground only will only interact with ground units and not structures.
You´ve just got a PM Laertes ;)
I try to overwrite the Stalker texture with a new texture.
I import a new texture and try to overwrite the old one.
It should look like this : >>> Assets/Textures/Stalker_Diffuse.dds <<< when I move it in the import editor?
It is safer to use Texture Select By ID. If you're not familiar with this, check out the tutorial or PM me the mod file.
I have an issue with Reavers.
When the Reaver shoots a scarab at an enemy, the scarab moves from point A to point B and gets stuck as soon as there is anything in between.
If I order a Zergling to move from point A to point B and there are things in between, the Zerglings moves around the object until it reaches point B.
How can I make Scarabs be smart as normal units?
I can send the MOD if anyone wanna look at it.
@Kabelkorven: Go what's the scarab's mover? I had this problem too when I first added Reavers to my mod.
I have rebuilt the Reaver from the Sc2BW mod. It has Pathing Mode: Ground and Height map: Air
Can that cause the unit to behave stupid?
@Kabelkorven: Go There are a few thigns you might want to check. Set the right mover, the right collision flags, the right height map, in this case ground. But funny enough I had problems because my scarab was set to launch itself as a missile at a certain distance from target instead of moving into melee and detonating. It caused a problem with pathing similar to yours, because the scarab was actually trying to get into range to launch itself and not trying to move to the target. Then I changed it to move and detonate within melee distance and the pathing got a lot better.
Anyone knows whats up with the imported textures now?
None of the imported textures shows up on the units, even though the Texture Selecy by ID still looks correct
Buttons & models still works as normal though..
@Kabelkorven: Go Now that you mention it I think none of the custom textures showed for me in the editor. It's probably blizzard's bug so we can't fix it.
For some unknown reason one of my buff models does not show up when units has a buff.. Everything looks ok with the model + actor evens.. and the unit gets the buff since the effect occurs on the units.. but no model..
If anyone would like to take a look I can send you the MOD file in a PM.
@Kabelkorven: Go
Maybe you should be posting your data and trigger issues in the data and trigger forums and not in the Looking for Team forum?
Just an update on how it´s going on my project Starbow. Here is a game casted by decemberscalm:
.
If anyone is curious ^^
Dont forget to check out the official thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955
I like the mod. I am working on a melee mod myself. It's coming along. It's more of an extension of liberty with added mechanics and some macro changes.
I really miss the reavers and these reavers just don't seem satisfying enough. The broodwar mod does confine scarabs to cliffs, maybe you can copy or ask for some tips from that project.
If you want scarabs to ignore buildings you can try messing with the unit's movement: collide flags. If you notice all units interact with ground and forcefield and forcefields only interact with force field and massive units only interact with ground(if you remove the forcefield shatter ability you will notice massive units walk through forcefields). If you modify all of the structures and set them only to collide as structure and take all the units and make sure they also collide with structure you can do the same thing so that scarabs and other units that are ground only will only interact with ground units and not structures.