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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    1. Let us have more cliff levels. We can work around the tiny, tiny number we're given, but it's still really irritating. Even WarCraft 3 had something in the order of 18, and we've only got, what, 3 plus chasms?

    2. Before release, we were promised that scrapped units like the Soul Hunter and units from SC1 like the Reaver would be in the editor. We have a couple - the Lurker and Swarm Guardian, off the top of my head, but is there any chance we could get the others, or at least their models?

    EDIT: 3. Allow us to use area-targeted spells in conjunction with custom UI buttons. Currently, we can only detect when an ability is cast, but if we want to be able to cast, say, Psionic Storm from a custom UI button, we can't get the area indicator.

    Thanks for doing this, Creation and Blizzard. :)

    Posted in: General Chat
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    posted a message on Building on ramps

    @EkstreM: Go

    A Blizzard post answered this very question a couple of weeks ago on the SC2 forums (Link). ;)

    "Building placement, meaning where you can and cannot place a building, is governed by that unit's footprint which can be modified in the Footprint data type. The 'Placement Check' and 'Placement Apply' Layers of a Footprint dictate where it can be placed, and what kind of effect it has on pathing and other footprints once it is placed

    A ramp is considered a "No Build" location, which is considered invalid by footprints by default. What you'll need to do is uncheck the 'No Build' flag under the 'Invalid' flags of the 'Placement Check' Layer for that footprint.

    As a side note, once you do this you will be able to build your buildings ANYWHERE. You will probably want to flag 'Ground - No Spawn' flag under the 'Invalid' flags as well. :) This will prevent you from building your buildings on other buildings (no matter how much Xzibit may want you to do so), and on cliffs.

    And as a final side note to that previous side note, the edges of ramps are considered cliffs. You will only be able to build on the terrain in the middle of a ramp."

    Posted in: Terrain
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    posted a message on Not letting units see over cliffs

    Bump. Anybody? Is there some box I have inadvertently ticked (or forgotten to tick) to get it this way, or something?

    Posted in: Miscellaneous Development
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    posted a message on Not letting units see over cliffs

    Hi,

    I have this little one-shot singleplayer mission that I'm working that's one of those commando-type missions where you control one unit with an array of abilities.

    For some inexplicable reason, my commando unit can see over cliffs. The unit is a ground unit, his Vision Height is already set to 0 and I've tried putting invisible LOS Blockers all over the cliffs but even that doesn't work. Anybody have any idea how to fix this?

    Posted in: Miscellaneous Development
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    posted a message on Tilting Doodads

    Hi,

    So, I've read a few tutorials on how to get units to be, say, upside down, and I can do that just fine. However, when I add my Host Site Operation to a doodad, specifically the Chain Link Fence Straight doodad (I want to turn it on its side to act as kind of a floor mesh), nothing seems to happen. Merely applying that very same HSO to the Marine makes it work fine for the Marine, so is there some box or something that I'm not noticing that would allow me to apply this to a doodad? Thanks in advance!

    Posted in: Miscellaneous Development
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    posted a message on The Easter Egg Screenshot thread

    The "Deadman's Port Grid Floor" doodad occasionally sends by copies of Starcraft: Ghost and Warcraft: Lord of the Clans between other, more generic, piles of junk.

    Posted in: General Chat
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    posted a message on Building Things On Other Units

    Bump. Anybody?

    Posted in: Miscellaneous Development
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    posted a message on Building Things On Other Units

    So I have a structure based off of the Command Center that I would like you to only be able to build it on top of a modified Destructible Rocks unit. I put the modified Destructible Rocks unit in the "Built On" field under Behaviors and now I can build it there but it builds instantaneously and you can continue building Command Centers on the same Rocks even after one's already been built there. Any idea how to fix this? I basically want it to be just like a Refinery except without any harvestable resources. Thanks in advance!

    Posted in: Miscellaneous Development
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    posted a message on Attaching Actors to Units

    @RileyStarcraft: Go

    Ohhh, okay. I'm... not exactly sure how that got there. O.o

    But it works perfectly now. Thanks a bunch! :D

    Posted in: Miscellaneous Development
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    posted a message on Attaching Actors to Units

    @RileyStarcraft: Go

    Ooh, thanks. :)

    One problem, though, is that once the behavior ends the model doesn't go away. Did I do something wrong here?

    Posted in: Miscellaneous Development
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    posted a message on Attaching Actors to Units

    Hi again,

    I have a targeted AoE spell that increases the attack and movement speed of friendly units in its area and, mechanically, it works just great. However, I would like for affected units to have the Frenzy graphic (the swirly white stuff) for the duration of the behavior. I've looked at Frenzy and other spells like Contaminate but I just can't seem to figure out how this is done. I'm sure I'm just missing something obvious, so can anybody help?

    Posted in: Miscellaneous Development
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    posted a message on Land Mines & Calldowns
    Quote from RileyStarcraft: Go

    http://www.sc2mapster.com/maps/rileys-tower-defense/

    Take a look at the Engineer's Proximity Mine spell.

    Ahh, neato; almost exactly what I wanted. Thanks! :)

    Posted in: Miscellaneous Development
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    posted a message on Land Mines & Calldowns

    Two relatively unrelated questions;

    1). I have a spell that deploys a land mine based on Calldown MULE. Is there some way to change the spell so that the drop pod doesn't ever appear and the created unit just pops out of nowhere?

    2). The above-mentioned land mine is intended to merely sit in place and explode when an enemy gets near it (I've copied the behavior, weapon and abilities from the Baneling for the explosion). How do I make it so that it automatically blow up when an enemy gets near it?

    Posted in: Miscellaneous Development
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    posted a message on Casting targeted spells from dialog buttons

    Well, I suppose I could live without the targeting image, but at the very least would there be some way to change the cursor between pressing the button and casting the spell, so it wouldn't be too confusing?

    Posted in: Miscellaneous Development
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    posted a message on Casting targeted spells from dialog buttons

    Awww, okay. :< Well, thanks for telling me, at least.

    Posted in: Miscellaneous Development
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