No, this is not possible using only the "light" attribute. At least not by using default sc2 pathing.
What you will need to do is add an extra collision flag to -every- non-light unit. Say, "Unused Land 10". Then add the same collision flag to the colossus.
Add a explicit rotation site operation to the unit's site operation. Alter the explicit rotation's top Y and bottom Z values to tilt it forward (or back).
Set behaviour alignment to "neutral". This will retain any color the icon has. After that, color the icon manually using your choice of image software.
A blizzard is a type of storm. Considering "Sons of the Storm" uses "storm" as a synonym for Blizzard, I'm guessing that's what they meant for this title as well.
Have you watched the video? I'm pretty sure that by "storm", they mean a lightning storm.
Unimpressed with the name. WarCraft, StarCraft, Hearthstone etc all seem better by comparison. Still, it's just a name.
Remove the prepare time from snipe. Replace it with a persistent with a duration equal to snipe's prepare time. You'll need to correct the ghost's animations and prevent it from attacking during. Don't tick channel, else snipe will cancel if the target dies. Add a validator to make sure the ghost is alive at the end of the persistent, and perhaps a range validator so that you're not sniping mass-recalled zealots that are 300 tiles away.
SCII needs to read 3 to 5 data inputs that are integers ranging up to 255 from a third party source.
SCII will need to read those inputs at least once every 100ms (.1s).
To clarify some of the more confusing replies here, this is entirely possible.
Once a bank is set up, it can be read on the fly. SC2 works in "ticks", and one tick happens every 1/16th of a second (62.5ms).
However, SC2 runs at 1.7x real-time speed in the default mode, making this 36.765ms.
Reloading banks causes a memory leak -like issue within SC2. SC2's memory usage, with the tower defense game doing absolutely nothing, rises at a rate of about 600kb per second indefinitely. Eventually it leads to the common problems of a memory leak such as 2 frames per second and taking 5 minutes to exit the map. Even after exiting the map, the memory leak still affects SC2, as its memory usage does not return to anywhere close to where it was when it started the map. Based on the fact that SC2 isn't anywhere near its 2gb artificial memory cap, chances are the reload bank action is writing new variables to the ram instead of writing over the old. Or, it is writing some kind of value to something like a temporary or hidden text file, and that file is reaching 100mb plus in size, which results in the severe lag and memory leak-like issues when the game is attempting to open it.
I can not say without testing, but I have ran sc2 for literally weeks at a time, without exiting the program, and not encountered fps drops.
I cant remember who the guy who does the balancing for sc2 but putting a 4th race into the mix might just kill him.... lol Still it would be really awesome. I think the hybrids would be a mix of fast powerful "glass cannon" type units with mid speed tank units. That would make microing them pretty hard though.... interesting....
In my (rather unqualified) opinion, saving SC2 from the grave should take precedence over balance.
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Use only the "Swarm Multi (Mod)" dependancy.
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Nope.
Most standard sc2 units have 5-6 collision flags anyway.
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No, this is not possible using only the "light" attribute. At least not by using default sc2 pathing.
What you will need to do is add an extra collision flag to -every- non-light unit. Say, "Unused Land 10". Then add the same collision flag to the colossus.
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There are two sets of XYZ values. One set is at the top, the other set is at the bottom.
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It is possible.
Add a explicit rotation site operation to the unit's site operation. Alter the explicit rotation's top Y and bottom Z values to tilt it forward (or back).
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Set behaviour alignment to "neutral". This will retain any color the icon has. After that, color the icon manually using your choice of image software.
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Have you watched the video? I'm pretty sure that by "storm", they mean a lightning storm.
Unimpressed with the name. WarCraft, StarCraft, Hearthstone etc all seem better by comparison. Still, it's just a name.
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Use "reveal area" with a non-circular region.
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Which part confused you?
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Remove the prepare time from snipe. Replace it with a persistent with a duration equal to snipe's prepare time. You'll need to correct the ghost's animations and prevent it from attacking during. Don't tick channel, else snipe will cancel if the target dies. Add a validator to make sure the ghost is alive at the end of the persistent, and perhaps a range validator so that you're not sniping mass-recalled zealots that are 300 tiles away.
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To clarify some of the more confusing replies here, this is entirely possible.
Once a bank is set up, it can be read on the fly. SC2 works in "ticks", and one tick happens every 1/16th of a second (62.5ms).
However, SC2 runs at 1.7x real-time speed in the default mode, making this 36.765ms.
I can not say without testing, but I have ran sc2 for literally weeks at a time, without exiting the program, and not encountered fps drops.
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Effect-Instant
Prepare time to whatever you want.
Autocast + Autocast initially on.
Autocast range set to 1.
Target filters set to "player" and "self".
"Disabled while dead" unticked.
Effect is a modify unit;
Set unit life/energy/shields to fraction: 1.
Under flags, tick "revive".
Target = caster.
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They had a ranged infantry unit in beta. I think it was replaced in functionality by the void ray, as they both had scaling attacks.
Some unused high templar heroes have a ranged attack.
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If you're using campaign dependancies, Swarm Hosts need to "root" rather than burrow.
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In my (rather unqualified) opinion, saving SC2 from the grave should take precedence over balance.