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!
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
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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!
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