Hey. I would like to test resource gathering similiar to Warcraft3 undead / night elf gold mines. So I wish to limit workers per mineral field/vespene geyser to 5. Is that possible? I know the "Bypass resource queue" but I dont know how to limit how many workers can gather at same time.
I have modified minimap radius for units but doodads have different amount of data fields. Minimap icon worked for doodads but I want that "Rock" doodad has generic white square radius of 0.50 on minimap. For units minimap size can be changed from (Basic) UI: Minimap Radius field. Doodad "Rock" is not unit technically.
Hey. Is it possible to have minimap icons for doodads like units have? In general minimap does not give much information for player if there is forests or rocky areas. Like forests are green in Warcraft2 minimap.
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Thank you guys. Can you update this page: https://www.sc2mapster.com/projects/custom-campaign-initiative/pages/list-of-custom-campaigns
with the list, please.
What do you think, do we lose information if short description of each campaign is not writen after each campaign?
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Hey. I would like to test resource gathering similiar to Warcraft3 undead / night elf gold mines. So I wish to limit workers per mineral field/vespene geyser to 5. Is that possible? I know the "Bypass resource queue" but I dont know how to limit how many workers can gather at same time.
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Hi. You can get most of the links quite easily by copy-pasting text from List of Campaigns page.
No need to list Hand of Humanity because I will gather all my stuff under Resource Curse from now on.
Resource Curse
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Hey. I have not edited Primal Kerrigan but I think you can try this with Hydralisk/Lurker or Roach/Ravager too.
I believe it is easiest to create new behavior for this purpose.
I dont know what kind of map you are making but it is also possible to create upgrade (Evolution Chamber for example) that morphs the unit.
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OK. I found solutions.
BanelingEggNestVoid was easier, there was (Basic) Event: Events + in actor.
For Terrozor/Tyrannozor there was Field (Basic) Animation: Events + in model.
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Hey. BanelingEggNestVoid and Terrorzor make noise while standing still in editor or in-game. How to remove it?
I tried to remove sound emitter event but no succes.
EDIT: BanelingEggNestVoid not Infested Cocoon
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Hey. I recommend to use AI editor for attack waves. Triggering attack waves is "old" way to do this.
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Hey. I have made underwater mission 2016 and DeltronLive has made video of it:
In general it is quite challenging to get the underwater theme right with water height and lighting.
On video I have used Xel'Naga Caverns lightning. I believe texture is some desert texture.
On screenshots I used Haven tileset and lighting. Water is "Default" height is 14.00.
Doodads: Rock, Rock Large, Purifier Foliage Clumps
Textures: Haven Dirt with foliage 2.00
Units that have tentacles work fine in water since their animation looks bit like swiming.
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A screenshot how minimap works when doodads are created as units.
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OK. I solved this by recreating "Rock" doodad as unit. This way it is also possible to create destructible doodads. Solved.
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I have modified minimap radius for units but doodads have different amount of data fields. Minimap icon worked for doodads but I want that "Rock" doodad has generic white square radius of 0.50 on minimap. For units minimap size can be changed from (Basic) UI: Minimap Radius field. Doodad "Rock" is not unit technically.
I will test creating "Rock" as unit too.
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Hey. Is it possible to have minimap icons for doodads like units have? In general minimap does not give much information for player if there is forests or rocky areas. Like forests are green in Warcraft2 minimap.
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Thank you! Solved.
"Macro" was the important word that lead to right direction.
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What is easiest way to cut the linking? Main idea in my mod is that Protoss does not use power at all.
So I need to tell the Gateway actor/model somehow to ignore the unpowered effect.
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Hello. Bumping really old thread.
I have created Gateway that basicly works without power but I need help with unpowered effect visuals.
What is easiest way to cut the linking? Main idea in my mod is that Protoss does not use power at all.
So I need to tell the Gateway actor/model somehow to ignore the unpowered effect.