In the ability under the abilities tab you find the ability then highlight it and on the right side go down to Stats - Flags and double click that to open the menu and at the bottom of the flags list you want to make sure "Transient" is checked. This should fix the problem i believe.
lol yea that gets rid of the cast time though, as if there was no cast time to begin with, allowed movement doesnt seem to do anything one way or another, i have the reason to believe its broken but i dunno.
yea its alright, there was another person that was trying to help me, he said the same thing, there are ways around this but it seems it simply doesnt work with the kind of ability im using it for (cloak basically with a few changes) ill just assume its not possible to do this atm.
So i've been browsing the internets for the last couple of days in desperate attempts to find some kind of guidance to creating a melee ai in starcraft 2. This however has proven to be futile and i've not found anyone at all that has a clue on how to do this, i did try to speak to the author of the green tea ai but without any luck, i've tried IRC, i've tried making a post on the forum here but yeah, no replies of any worth yet. So i've decided to call out to everyone active in this forum to make some basic melee ai and i do belive it will be useful for others than me aswell, I would be forever grateful <3
As far I've been dwelling around, no portrait tutorials has been made, can't figure all mechanics myself, so one would be very helpful (well, inform me if there's one somewhere).
Can someone make me a tutorial on how to make an item recipe?
I've seen some around, but none like i'd like to make.
Basically it'd work like this:
A hero will have 10 item slots, and to make item C you need 3 item A's and 2 item B's. the triggers would search the inventory of the players hero after a dummy abilty is used (one for each possible recipe) and remove 3 of item A's and 2 B's. and replace it with item C. the problem i have is removing the correct amount of item A's and B's, or checking to see whether the player hero even has the right amount of the recipe items needed. Any help would be much appreciated. BTW this is for a troll survival type map =)
Working on a "Shared Spending" map, which was easy enough to setup, but the UI is where I'm Having issues, atm it would be very appreciated if any1 had any info on how to share resource values across a player group so that each of the Teams(sharing 1 resource pool) can view resources in preferably the default resource UI. If the Default UI is for reason an Issue any custom UI would also be greatly appreciated.
Anyone know if its possible to make multiple map files load in a single game? Like How "Hero Attack" lets you pick from 8 maps.
If so how would one go about it?
Thanks ahead of time!
Hero attack uses one map only. That's why it doesn't use different texture sets for each area. I believe iiequalsexpi uses some method of zooming in on one area of the map and has split his map into quadrants for each "map".
A good tutorial for me would be one on tomes/attribute bonuses.
They should have the following qualities: no little icon on the left side of the Unit's UI
Buyable from a shop (but not an item)
Stackable to infinity
Have different tomes for different attributes (Speed, Attack, Defence, Health, Intelligence [ boosting movement speed, attack power and speed, armor, health and shields, energy respectively]
TY in advance
[EDIT]: Sry, just had a sudden realization -.-'
NEW TUTORIAL REQUEST
help with the basics of upgrades
@kottonmouthx8: Go
In the ability under the abilities tab you find the ability then highlight it and on the right side go down to Stats - Flags and double click that to open the menu and at the bottom of the flags list you want to make sure "Transient" is checked. This should fix the problem i believe.
@godofrndmobjcts: Go
lol yea that gets rid of the cast time though, as if there was no cast time to begin with, allowed movement doesnt seem to do anything one way or another, i have the reason to believe its broken but i dunno.
@kottonmouthx8: Go
i don't know either, Sorry wish i could help more but I'm a noob still :(
@godofrndmobjcts: Go
yea its alright, there was another person that was trying to help me, he said the same thing, there are ways around this but it seems it simply doesnt work with the kind of ability im using it for (cloak basically with a few changes) ill just assume its not possible to do this atm.
@kottonmouthx8: Go
sorry man :(
The problem im having i know there's a solution to but im to nubby to know what it is.. xD lol.
@godofrndmobjcts: Go
Whats the problem maybe ill know the answer.. but i doubt it, and lol dont even bother to say if its a trigger xD
i need a tutorial for a WASD Steering.
I wana control and walk wih just one uni with wasd, like in World of Warcraft.
is there any tutorial out there?
first of all there are many systems with WSAD control but a big problem is, that french players don´t have a "WSAD cross" like the others
Never knew that... Why the hell did you guys change keyboard setup? Whats wrong with QWERTY?
Use then whatever setup you use in shooters instead of WASD
ok so then my mod is not for the french peoples :D
so can you tell me where i can find a unit control steering mod like WASD ? :D
So i've been browsing the internets for the last couple of days in desperate attempts to find some kind of guidance to creating a melee ai in starcraft 2. This however has proven to be futile and i've not found anyone at all that has a clue on how to do this, i did try to speak to the author of the green tea ai but without any luck, i've tried IRC, i've tried making a post on the forum here but yeah, no replies of any worth yet. So i've decided to call out to everyone active in this forum to make some basic melee ai and i do belive it will be useful for others than me aswell, I would be forever grateful <3
As far I've been dwelling around, no portrait tutorials has been made, can't figure all mechanics myself, so one would be very helpful (well, inform me if there's one somewhere).
Cheers.
Can someone make me a tutorial on how to make an item recipe?
I've seen some around, but none like i'd like to make.
Basically it'd work like this: A hero will have 10 item slots, and to make item C you need 3 item A's and 2 item B's. the triggers would search the inventory of the players hero after a dummy abilty is used (one for each possible recipe) and remove 3 of item A's and 2 B's. and replace it with item C. the problem i have is removing the correct amount of item A's and B's, or checking to see whether the player hero even has the right amount of the recipe items needed. Any help would be much appreciated. BTW this is for a troll survival type map =)
Thanks again and happy mapping
Working on a "Shared Spending" map, which was easy enough to setup, but the UI is where I'm Having issues, atm it would be very appreciated if any1 had any info on how to share resource values across a player group so that each of the Teams(sharing 1 resource pool) can view resources in preferably the default resource UI. If the Default UI is for reason an Issue any custom UI would also be greatly appreciated.
Anyone know if its possible to make multiple map files load in a single game? Like How "Hero Attack" lets you pick from 8 maps.
If so how would one go about it?
Thanks ahead of time!
Hero attack uses one map only. That's why it doesn't use different texture sets for each area. I believe iiequalsexpi uses some method of zooming in on one area of the map and has split his map into quadrants for each "map".
Just do like the Horner05 campaign mission on braxis alpha or the Tosh05 mission with nova.
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
is there a tutorial on basics and advance of 3ds max
Tutorial I would love would be something like Grid based movement gameplay. Basically disgaea style gameplay.