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    posted a message on Launch a dying unit with a Launch Missile effect?

    I have an ability, which causes a summoned unit to launch a missile effect towards the caster when it dies. This works fine, but I wan't it to launch the dying unit as it dies instead of a missile unit.

    The summoned unit has a behavior which has a set effect with "Suicide" and the launch missile effect.

    Can this be achived? Or will I have to work around it somehow?

    EDIT: It seems that by killing the unit, I can not use it as a missile.

    Posted in: Data
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    posted a message on Wc3 mod overwrites terrazine icon?

    @DrSuperEvil: Go

    After I closed and opened the program, it suddenly works. So I think it was just some temporary error.

    Posted in: Data
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    posted a message on Wc3 mod overwrites terrazine icon?

    I'm using the wc3 mod by blizzard, but the terrazine icon is getting changed to gold, and I can't seem to change it, I created a text file named Assets, imported it to: Base.SC2Data\GameData\ and put this as the text:

    UI/ResourceIcon2=Assets\Textures\war3_btndust.dds UI/ResourceIcon2_Prot=Assets\Textures\war3_btndust.dds UI/ResourceIcon2_Terr=Assets\Textures\war3_btndust.dds UI/ResourceIcon2_Zerg=Assets\Textures\war3_btndust.dds UI/ResourceIconNoBackground2=Assets\Textures\war3_btndust.dds UI/ResourceIconNoBackground2_Assets\Textures\war3_btndust.dds UI/ResourceIconNoBackground2_Assets\Textures\war3_btndust.dds UI/ResourceIconNoBackground2_Assets\Textures\war3_btndust.dds UI/ResourceIcon3=Assets\Textures\war3_btnstatup.dds UI/ResourceIcon3_Prot=Assets\Textures\war3_btnstatup.dds UI/ResourceIcon3_Terr=Assets\Textures\war3_btnstatup.dds UI/ResourceIcon3_Zerg=Assets\Textures\war3_btnstatup.dds UI/ResourceIconNoBackground3=Assets\Textures\war3_btnstatup.dds UI/ResourceIconNoBackground3_Prot=Assets\Textures\war3_btnstatup.dds UI/ResourceIconNoBackground3_Terr=Assets\Textures\war3_btnstatup.dds UI/ResourceIconNoBackground3_Zerg=Asse

    Any suggestion on why it won't change the icon.

    Posted in: Data
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    posted a message on Only path on lowest cliff level?

    I'm trying to make a transport unit, which can only move on the lowest cliff level.

    Is this possible?

    If not, I'd love to be able to create pathing blockers for air units/make the unable to cross clifs?

    Posted in: Data
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    posted a message on Ships with transport ability

    @DrSuperEvil: Go

    I'll look into it. Thanks.

    Posted in: Data
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    posted a message on Ships with transport ability

    I've searched the forum, and was not able to find a solution to my problem.

    I want a Ship unit, which can pick up units from a shore, and transport it to another shore.

    I painted the lowest layer I want to be used by ships by "Ground" pathing. Now I'm able to pick up units from the shore, but I can unload my units from the ship on top of the water.

    How can I avoid that, and is there a better way to do it, than what I'm currently doing?

    Posted in: Data
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    posted a message on Vision from clifflevel 0 to 1?
    Quote from Forge_User_44611484: Go

    @Demtrod: Go

    It's a flag that you can set in the footprint editor in the Placement Apply layer. It applies to every square of the build grid where the footprint is painted with that set (in the example below it's pale blue).

    @Demtrod: Go

    I don't know what invisible platform you're talking about. All you should need is the doodad with the properly configured footprint and cliff boost level on the actor.

    Ok, thanks a lot! I'll look into this as soon as I get the time.

    Posted in: Terrain
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    posted a message on Vision from clifflevel 0 to 1?
    Quote from temhawk: Go

    On the doodad actor, set the (Basic) Actor: Boosted Cliff Level to 1.

    Then on the doodad's footprint, enable the Boost Cliff flag on the Placement Apply layer where you want the cliff level to be raised.

    That's basically how you make bridges and custom cliffs/walls.

    Check out the defendable walls mod for a cool example of how this can be used.

    I can't seem to find the field you are refering to on the footprint?

    Also, how would I place the doodads afterwards? Can I do it on the invisible platform I'm using?

    Posted in: Terrain
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    posted a message on Vision from clifflevel 0 to 1?

    I have a part of my map on cliff level 0 with doodads as a bridge.

    Ingame the units vision get blocked by the cliff:

    How can I make the doodad part act as being on the same cliff level and not block the vision?

    Posted in: Terrain
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    posted a message on Invisible ingame and visible in editor?

    I'm using an invisible unit as a pathing blocker. Can I use a model or some actor settings to hide the unit ingame but show some model in the editor?

    I want it to function as a pathing blocker.

    EDIT: I found it. It's the Model (Editor) value on the actor.

    Posted in: Data
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    posted a message on Behavior: how to make duration permanent & Actor events problem

    @poweruserSC2: Go

    Try adding a Term At Caster for each event. I'm not sure it will work, as I can not test it right now, but worth a try.

    Posted in: Data
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    posted a message on Help with Abilities

    @TheUltragon: Go

    Are you looking for something like the Zagara Hunter ability from Heroes of the Storm?

    If that's the case, that would be an Effect (Target) ability with a Create Unit effect with an Issue Order as the spawn effect set to target the target of the ability.

    Could also be made as a missile that hits the target and fires the Create Unit effect upon impact (To replicate the Broodlords attack without a hangar ability).

    Posted in: Data
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    posted a message on 1350 doodads in a Tower Defense map?

    I've made a tower defense kind of map, which does not use stationary tower. This allowed me to go very much in depth with the terrain.

    It's pretty much done, but atm I've got 1350 doodads. Will this cause a lot of framerate drops?

    The doodads used is moslty a mix between the Slayn Weeds, Slayn Grass and Void Rubble.

    Posted in: Terrain
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    posted a message on Issue Order effect to point in map?

    @FunkyUserName: Go

    If I understand this correct, this would not work, as this effect is cast at many different location, not only one single location.

    Posted in: Data
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    posted a message on Issue Order effect to point in map?

    Is it possible to have an Issue Order effect which orders a unit to attack move to a specific location on the map?

    Just like I would do with a trigger (I just dont want to do it with triggers for efficiency)

    Posted in: Data
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