When it is launched, as in BW, it sort of is not given a target, but auto-searches for one, but moves around at offsets unless the target is at a certain distance close to the scarab.
@Ultraling: Go
Yeah, but, Ultraling, that would make scarabs just go straight to their targets right? The charge ability perhaps?
Has anyone attempted or succeeded in making a unit act like a scarab? It's a behavior I suppose.
Also, I wonder if it's possible to make units move in, say, zigzag as you command them to move or scan move? Changing a unit's mover into something else that does the trick perhaps?
1. Set the dialog's background, and search for "frames" when you start looking for images.
2. You can create an image with either border type or normal. Border if you want to use images used for borders, and have it Tiled. If you have a custom menu image imported, you can just simply have the image assigned to an image dialog item.
Have a variable set to that unit you are trying to call as unit 1 of normal attack.
Remember that units in the unitgroup array don't fall to the same index the way they did in a previous unitgroup action.
What happens is the code grabs units and puts them in a unit group array. index 0, index 1, etc. It's not always the same unless you have a unit group variable which is assigned only once with units. Assigning even the same set of units to that group may not put the said units in the same order as before.
I know, but it doesn't work. Creating new texture objects within the Data editor will not give you the option to use them as decals. Even so, it causes your map to crash when closing the document.
I also haven't found an action statement that allows one to modify a unit or player's decal.
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The track is from Two Steps From Hell, entitled Starvation.
You guys are awesome. Let's grab a couple of drinks or something!
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Cinematic for Starcraft: Survivors
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@Ultraling: Go
Nice.
There must be some other way to compeletly remake the Scarab to it's last detail. The data editor workflow is just beyond me atm.
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@Xeridanus: Go
When it is launched, as in BW, it sort of is not given a target, but auto-searches for one, but moves around at offsets unless the target is at a certain distance close to the scarab.
@Ultraling: Go Yeah, but, Ultraling, that would make scarabs just go straight to their targets right? The charge ability perhaps?
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@Nicolus: Go
Not all images work right. Some like those buttons and such don't work. Their orientation is messed up.
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Has anyone attempted or succeeded in making a unit act like a scarab? It's a behavior I suppose.
Also, I wonder if it's possible to make units move in, say, zigzag as you command them to move or scan move? Changing a unit's mover into something else that does the trick perhaps?
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There are two ways to do this:
1. Set the dialog's background, and search for "frames" when you start looking for images.
2. You can create an image with either border type or normal. Border if you want to use images used for borders, and have it Tiled. If you have a custom menu image imported, you can just simply have the image assigned to an image dialog item.
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A short preview. Features custom chapter selection menu, and custom transmissions menu.
I hope the release version of the editor will still support our creations with the beta editor.
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It doesn't work with Phasing mode, I mean.
I've spent like 16 hours on this thing, and about to just give it up.
Must have something to do with some actor thing or the spin thing. Not sure though.
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How do you guys figure these things out?
It does work. Thanks man.
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Does attaching a region to a unit automatically moves the region along with the unit the region is attached to?
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Have a variable set to that unit you are trying to call as unit 1 of normal attack.
Remember that units in the unitgroup array don't fall to the same index the way they did in a previous unitgroup action.
What happens is the code grabs units and puts them in a unit group array. index 0, index 1, etc. It's not always the same unless you have a unit group variable which is assigned only once with units. Assigning even the same set of units to that group may not put the said units in the same order as before.
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I know, but it doesn't work. Creating new texture objects within the Data editor will not give you the option to use them as decals. Even so, it causes your map to crash when closing the document.
I also haven't found an action statement that allows one to modify a unit or player's decal.
I'm just saying, we have the same problem.
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Dude, how did you make the MS harvest minerals? I'm trying to make the Phase Prism harvest, but it just don't work.
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@Ardnived: Go
I actually want to remove them. Custom scenarios and SP campaigns, especially Zerg looks funny with decals.