If multi-region publishing is something you want (which should be all of you), I request your support in making this a feature in the editor. I made a post on Battle.net's forums detailing a few reasons why region-specific publishing sucks and why it should be changed.
If you would like to see multi-region publishing in the editor, "like" my post, and add comments of your own if you wish.
A unit is the actual unit with health and attacks and abilities. An actor is a model/animation/graphic that can represent anything in the game. In other words, everything you can "see" in SC2 is an actor.
Range circles are actors that get attached to the placement models based on the weapon the final building uses (phew). The missile turret placement range actor is called MissileTurretProtectRange (unnamed). To get rid of it, change the weapon it links to to (none).
I haven't actually done it yet, but I had the idea. It would be some unit that gets created when the ballistic missile dies, and has a mover that makes it go straight down. However, this doesn't allow for the game's physics engine to make the missiles roll on the ground and such. It would look too artificial.
I think I'll make a post on blizzard's forums and see if any blues know how they did it.
I had the same problem earlier today. I was looking for some way to change the missile's momentum but couldn't find one through effects. The best solution I can come up with is to modify all the actors for missiles to fall down when they're killed, but you'd have to do it for every missile in the game.
I'm trying to replicate the effects of the Time Bomb spell in the SC2 protoss gameplay video (the first one they showed, in Korea I think). Time Bomb makes missiles in it stop moving. When the time bomb ends, the missiles fall to the ground. I have the first part done, but I don't know how I could make them fall straight down when TB ends. I mean, I know I'll do it through time bomb's finish effect, but I don't know what that effect (or behavior) would be. Any ideas?
I'm trying to replicate the effects of the Time Bomb spell in the SC2 protoss gameplay video (the first one they showed, in Korea I think). Time Bomb makes missiles in it stop moving. When the time bomb ends, the missiles fall to the ground. I have the first part done, but I don't know how I could make them fall straight down when TB ends. I mean, I know I'll do it through time bomb's finish effect, but I don't know what that effect (or behavior) would be. Any ideas?
I'm trying to make units do 33% extra damage when they attack, via a behavior (like frenzy used to). I thought the modification's "Damage (scaled)" field would do this, but I tried it and it doesn't seem to work that way. I looked through the behavior's other fields and found nothing that would accomplish this.
0
If multi-region publishing is something you want (which should be all of you), I request your support in making this a feature in the editor. I made a post on Battle.net's forums detailing a few reasons why region-specific publishing sucks and why it should be changed.
If you would like to see multi-region publishing in the editor, "like" my post, and add comments of your own if you wish.
http://us.battle.net/sc2/en/forum/topic/374939765
0
@DarkWarrior45: Go
A unit is the actual unit with health and attacks and abilities. An actor is a model/animation/graphic that can represent anything in the game. In other words, everything you can "see" in SC2 is an actor.
0
Range circles are actors that get attached to the placement models based on the weapon the final building uses (phew). The missile turret placement range actor is called MissileTurretProtectRange (unnamed). To get rid of it, change the weapon it links to to (none).
0
Nobody's posting because nobody has any clue what you're saying. Be more specific and we can help. Exactly what do you want the skill to do?
0
@asaphelps: Go
I haven't actually done it yet, but I had the idea. It would be some unit that gets created when the ballistic missile dies, and has a mover that makes it go straight down. However, this doesn't allow for the game's physics engine to make the missiles roll on the ground and such. It would look too artificial.
I think I'll make a post on blizzard's forums and see if any blues know how they did it.
0
Go to map -> Map Variants and click Generate Defaults.
0
I had the same problem earlier today. I was looking for some way to change the missile's momentum but couldn't find one through effects. The best solution I can come up with is to modify all the actors for missiles to fall down when they're killed, but you'd have to do it for every missile in the game.
0
@ST4RKiLL3R: Go
I don't know, that's what I wanted to do but couldn't find a way of doing it. I don't know how to alter momentum through effects/behaviors.
0
I'm trying to replicate the effects of the Time Bomb spell in the SC2 protoss gameplay video (the first one they showed, in Korea I think). Time Bomb makes missiles in it stop moving. When the time bomb ends, the missiles fall to the ground. I have the first part done, but I don't know how I could make them fall straight down when TB ends. I mean, I know I'll do it through time bomb's finish effect, but I don't know what that effect (or behavior) would be. Any ideas?
0
I'm trying to replicate the effects of the Time Bomb spell in the SC2 protoss gameplay video (the first one they showed, in Korea I think). Time Bomb makes missiles in it stop moving. When the time bomb ends, the missiles fall to the ground. I have the first part done, but I don't know how I could make them fall straight down when TB ends. I mean, I know I'll do it through time bomb's finish effect, but I don't know what that effect (or behavior) would be. Any ideas?
0
I'm trying to make units do 33% extra damage when they attack, via a behavior (like frenzy used to). I thought the modification's "Damage (scaled)" field would do this, but I tried it and it doesn't seem to work that way. I looked through the behavior's other fields and found nothing that would accomplish this.
How do you apply +% damage bonuses in behaviors?
0
@TimeIbis: Go
Those screenshots put my custom melee maps to shame.