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    posted a message on Allow Burrowed Unit to be Attacked w/o Detection Whist Firing?

    Hi!

    I'm trying to figure out how to let the Widow Mine be attacked without detection whilst locking on and firing. However, checking the "suppress cloak" flag on the "Widow Mine Detonating" behavior doesn't seem to accomplish this. Help would be appreciated!

    Posted in: Data
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    posted a message on [Ability] How to Create a Train + Load Ability?

    Thanks for the help, everyone, the Carrier Hanger might be what I was looking for. :-)

    Posted in: Data
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    posted a message on [Ability] How to Create a Train + Load Ability?

    Hi!

    I'm trying to create an ability that allows a unit to train another unit, but I would like the trained unit to automatically spawn within the trainer's cargo. If it helps, I would like the Hellion and Cyclone to be able to train and transport Widow Mines, but I don't want the Widow Mines to spawn outside of the Hellion or Cyclone. Is this possible, and how should I go about doing it?

    Posted in: Data
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    posted a message on Tutorial Request

    Could someone make a tutorial on recreating the Liberator anti-ground morph and area-limited weapon?

    Posted in: Tutorials
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    posted a message on Setting Sky Parallax == Image

    Hi!

    I've made a new trigger for an imported image and sky parallax, but I can't figure out how to set the image as the sky parallax. Any help would be appreciated!

    Posted in: Triggers
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    posted a message on Importing A Texture Set From Another Map?

    Hi!

    I managed to create a texture set, but I would like to be able to use it in other maps without having to create a new texture set from scratch again on each map I want to use it on. Is there a way to simply import a custom texture set from another map?

    Posted in: Terrain
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    posted a message on Diagonal or Circular Symmetry?

    For creating a melee map, which is better for what? Is there a difference?

    Posted in: Melee Development
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    posted a message on Foliage Not Appearing, Lowest Cliff Not Hidden

    1. Thanks for this tip! Foliage now showing up when I generate it.

    2. Turns out all I had to do was paint over the terrain again for it to appear gone.

    Would still like to know how to recreate my skybox, it was so perfect. Or maybe how to edit the color of a skybox, or remove models from one.

    Posted in: Terrain
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    posted a message on Foliage Not Appearing, Lowest Cliff Not Hidden

    Hi, guys!

    I'm in the process of designing a map. However, my texture is not cooperating. I'm using Zhakul'Das Mercury Cracks. When I try to generate foliage, none shows up. And when I try to hide the bottom cliff to show the skybox, it still shows.

    Help would be appreciated :-)

    EDIT: Just opened the map in the editor again. The skybox/paralax effect I had is now not working. Before, I had the Zerus skybox (which appeared green) as the non-fixed background model and the Ulnar sky parallax as the fixed background. This created an amazing green mist effect (perfect for my map called Doublemint). However, when I opened it again, the Zerus background was black, essentially making it just look like the Ulnar sky parallax (even when maximizing the far clip). Help with this would be appreciated as well.

    Posted in: Terrain
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    posted a message on Adding Animations to Doodads

    Hey, guys!

    I've been looking everywhere for a tutorial on how to add animations to models, and I haven't had any luck. What I'm wanting to do specifically is to have a "floating debris" effect around my map - the "floating" part is what I'm having trouble with. I want the doodads to randomly "rotate" like debris does in space. Or, it could just bob up and down for my purposes.

    Am I doing something wrong? Am I supposed to not use doodads for it? I'm simply at a loss.

    Posted in: Data
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    posted a message on Combining Data from Mods

    @SoulFilcher: Go

    Is there a quick way to do this or must I enter all the data manually?

    Posted in: Data
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    posted a message on Combining Data from Mods

    Edited the OP for clarification.

    Posted in: Data
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    posted a message on Combining Data from Mods

    @Taintedwisp: Go

    It's still overriding the Liberty mod. Should I just find a different SC1 mod or is there something else I should do?

    Posted in: Data
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    posted a message on Combining Data from Mods

    @Taintedwisp: Go

    Sorry, I must have not clarified.

    I added the mods from the dependencies, but the units from the SC1 mod seem to "replace" the units of the other mods, and I can't figure out how to add/remove buttons for the buildings - tried duplicating them. What am I doing wrong?

    Posted in: Data
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    posted a message on Combining Data from Mods

    EDITED

    Hello! Newbie to the editor here, I've been wanting to know how to get units from the SC1/BW mod and the normal campain into SC2 melee gameplay for my map.

    I have a couple of problems. I'm using several mod dependencies, but I only want a few units from each race (Dragoon, Corsair, Dark Archon; Medic, Goliath, Science Vessel; Lurker, Scourge, Defiler). However, when I open up several mods I cannot get the units and buildings from SC2 - only their BW counterparts.

    Is it just the SC1 mod I'm using? Do I need a different one? Am I missing something?

    Posted in: Data
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