It really depends, you can use site operations for attaching 2 models together, then you can do things like put a spore crawler on a viking, but to give a marine zerg arms you are gonna need to learn how to model edit using a model editing program.
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Sep 30, 2010_ForgeUser3196423 posted a message on how to create a custom model, like scv with zerg armsPosted in: Data
Sep 30, 2010Posted in: Data
A: the letter 'C' can also make a 'k' sound, just saying.
B: open up the Xel'naga tower in the data editor, look at his "tower capture" ability, open up 'Target Filters' and set 'Ground' from Required to Allowed.
Sep 30, 2010Posted in: Project Workplace
I replied to mention that the item above that you mentioned was spelled "Terran Tamac" and not "Terran Tarmac" like you wrote, but after doubting myself and rechecking, realizing I made a mistake I quickly deleted my post ^^
Sep 29, 2010Posted in: Triggers
Quote from SouLCarveRR: Go
or set variable UnitCount = Number of units in UnitGroup ( Convert units in region(Entire Map) to unit group)
I guess that could do the trick :), cheers for the assistance.
Sep 29, 2010Posted in: Triggers
Trying to make that 'simple' condition.
I'm probably missing something simple here, please help me understand what.
I want a condition that basically runs if -Any unit from unit group is in region == true/false
I could not compare any unit from unit group, only a specific one, and that won't do. Any help :)?
Sep 29, 2010Posted in: Data
To set it infinite it needs to be -1, 0 will just deplete instantly
If the behavior isn't hidden, it should appear on the unit stat sheet when on. If it doesnt appear, and is not hidden, then its not there.
Sep 28, 2010Posted in: Triggers
Hey so I'm having a bit of trigger trouble.
TEST Events Game - Player Any Player types a chat message containing "aa", matching Exactly Local Variables Mcrystal4 = No Unit <Unit> Conditions Actions General - If (Conditions) then do (Actions) else do (Actions) If Or Conditions (Mcrystal4 is alive) == false Mcrystal4 == No Unit Then Unit - Create 1 Mineral Crystal (Item) for player 0 at Mcrystal4(point) facing 270.0 degrees (Ignore Placement) Variable - Set Mcrystal4 = (Last created unit) Else
The event is just for testing, ignore it.
Anyway so it doesn't work, Mcrystal4 is the local variable (unit), and Mcrystal4(point) is a point on the map. Now I want the mineral crystal unit to appear on that point when i type "aa" as long as there isn't a mineral crystal there already.
So how did it go? I typed "aa" in game, it created the unit fine in the right point, but if I keep typing "aa" it keeps creating more of them there, even if I didn't collect the mineral there.
I shouldn't create a mineral if the last created mineral is still there.
What am I doing wrong?
(keep in mind that the unit is the collectible minerals from the campaign, not the static ones mined by workers).
Sep 28, 2010Posted in: Miscellaneous Development
Quote from voodude2008: Go
So the impression I am getting is that if you can do something with the data editor instead of the trigger editor, your game will be better off. I have been dinking around with the editor since release and I feel like I am starting to get the hang of it.. however, for me at least, the trigger editor seems a lot more intuitive and easy to grasp. The data editor, on the other hand, is so in depth and contains so many different fields that it can be incredibly daunting to try and do something that seems so easy to do with a trigger.
Triggers can be very quick and easy ways to do some things, and some things can be done both in data and in trigger editors, while others can only be done individually.
But you must remember how the trigger editor works, it is hundreds over thousands lines of code that are being read over and over depending on the trigger, and that really really slows the game down, not to mention is less stable and direct than the data editor.
Triggers like while or for loops, or maybe periodic events are serious lag makers and should be kept at small numbers.
Data editor is harder to learn, use and master, and there are so many things you need to learn about data, but once you learned even 1 of them, (and I think you can compare what I'm saying to the very first things you learned with data, like changing unit stats and scale etc) you get the feeling like you've opened yourself so many doors to new things you now know how to do. Well this keeps happening over and over, for every new things you learn in the data editor. and you know what? no one completely 100% mastered the data editor or even learned everything it had to offer, some things are still being discovered and some are still unlearned by the community. I'm still learning it, and I learn a new thing every so often, for you these things can now seem complicated, as they did to me once to, but now? pfft they're a joke to me, while other tabs in the editor frighten me, cus in there I'm a total noob .
So what I'm trying to say is data is worth learning, trigger is best kept for the things that data cannot do, which is campaign making, map control, etc. You can even take your imagination further, and make abilities and other amazing things using triggers.
I hope I answered your questions.
Sep 28, 2010Posted in: Terrain
There are ways to do this, but they are much more complicated than the blockers you used, and remove by triggers, but instead of using pathing blockers, use invisible , undetectable, invulnerable supply depots, and if you dont remove their kill animation, they will explode when dead, so use the remove trigger.
Sep 28, 2010Posted in: Data
Well when duplicating a weapon it doesn't duplicate the missile unit, it creates a new one without the actor. Go to the weapon and see what missile unit it uses, it will probably be named a copy, then find the original unit, the same one with an actor and duplicate that one yourself, he will have an actor then, but the model wont work you'll have to reassign the same model the original actor uses. Then assign that new missile unit as the weapon's missile.
About the interceptor weapon, it is what causes the interceptors to move around the target of the carrier in that fashion, its not a behavior they have or something, about removing it I don't know how. It might be in the damage display effect, but I'm not entirely sure.
Sep 27, 2010Posted in: Artist Tavern
That model already exists as a doodad.
You didn't make the model, you just used it as an actor for a unit, gave it a shooting animation, and retextured some of them blue.
Please correct me if I'm wrong cus I seem to be missing something.
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