You can use a trigger to set the light to a specific lighting or in the Data editor, I'm not sure where in the data editor as I haven't used the lighting for a while but you could temporarily use a trigger.
Trigger 1 is the trigger that should run 3 times. You make a variable and name it something like 'Trigger run amount' as integer. Integers start counting at 0 (like computers). Then each time you run trigger 1 you also include the action at the trigger 'Modify Trigger run amount + 1' (search for variable, then type in modify) there are 2 options, take the one that has the discription about an integer and NOT the one with a 'real'.
Then you should add an action at the bottom which is called 'If then else if' which allows you to put in a condition inside the actions of the trigger. Add a new action after the 'If then else if' and it will allow you to put in a condition. Put in the condition 'Comparison' and press the first blue '('and select Trigger run amount. Then put Value on 3. Then put in the stuff the trigger should do, perhaps activate another trigger so that it counts as the reaction you want. If you want to make sure that Trigger 1 can run another 3 times and then get the same effect. Make sure you 'set Trigger run amount' to 0 after the If Then Else If so that it basically resets the variable and allows you to count again.
I am not entirely sure on this but I believe it is because SC2 models can use different textures while still using only 1 model. While in warcraft 3 you will have to create another model to apply different textures to. But I could be wrong on this.
Perhaps you can save the worms into a variable after creation and then when they spawn, have each variable play the animation which matches the 'spitting' out units (I am not exactly sure what is is called atm, I'm sure you can find it) while at the same time spawning a zergling at those nydus worms? That might work the way you want to. Should only involve the same triggers as the spawning of the nydus worm except that after 'create nydus worm' you must make a 'set variable blahblah = last created unit' so that your game can know which nydus worm should play its 'spitting units out' animation. Or if they all spawn it at the same time you can just create 1 variable unit group and add each worm to that unit group when you make them spawn and then pick each unit from unit group then animation - play etc. If you understand what I'm saying. Hope it helps you.
Just a little thing, some images don't seem to load properly for me. Maybe you can add the images as attachments to the post so they get loaded from sc2mapster.com instead of imageshack or photobucket etc?
I suggest sending a mail to blizzard or something, I'm sure they can look into it and perhaps even 'protect' it on your request or remove this one. Map stealing happened alot on wc3 etc aswell.
They do look awesome though, if you don't use them as combat units I think they should work fine, as the graphics lower with the settings even in the cutscenes. You shouldn't have a map full of them obviously.
Spoiler... On the mission of korhal where you have to do 3 transmissions on the southeastern bit of the map all the way in the corner is a neutral building, but it displays as an enemy on the minimap. I destroyed it and got a bonus level.
If you check the action list go to UI and then type in 'frame' you then get to choose the action 'Show/Hide UI Frame' and then you can select in that action which frame you want to hide.
Edit: alright.. this only seems to work for resources and supplies. It only removes what is displayed on the frames instead of the actual UI frame I'll take another look at it. Perhaps it is possible to hide the whole game UI and at the same time use the show frame command for those that you still want to see.
go to the data editor - units. then select your unit that you want to make a hero. then at the right area of the editor you will see all the attributes of your unit and a search bar. fill in 'flag' and you should find an attribute where you can flag your unit to be a hero.
To adjust the tooltip you gotta go to data- buttons. I can't remember the rest right now but that should help you a bit for now. I haven't really checked out abilities yet.
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You can use a trigger to set the light to a specific lighting or in the Data editor, I'm not sure where in the data editor as I haven't used the lighting for a while but you could temporarily use a trigger.
tutorial:
http://forums.sc2mapster.com/development/tutorials/1111-video-data-lighting-day-and-night-data-system/
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@Namsom: Go
You can do it like the following:
Trigger 1 is the trigger that should run 3 times. You make a variable and name it something like 'Trigger run amount' as integer. Integers start counting at 0 (like computers). Then each time you run trigger 1 you also include the action at the trigger 'Modify Trigger run amount + 1' (search for variable, then type in modify) there are 2 options, take the one that has the discription about an integer and NOT the one with a 'real'.
Then you should add an action at the bottom which is called 'If then else if' which allows you to put in a condition inside the actions of the trigger. Add a new action after the 'If then else if' and it will allow you to put in a condition. Put in the condition 'Comparison' and press the first blue '('and select Trigger run amount. Then put Value on 3. Then put in the stuff the trigger should do, perhaps activate another trigger so that it counts as the reaction you want. If you want to make sure that Trigger 1 can run another 3 times and then get the same effect. Make sure you 'set Trigger run amount' to 0 after the If Then Else If so that it basically resets the variable and allows you to count again.
I hope this helps.
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You could run it from the editor if you have the map on your PC, just press the Test map button.
To play with friends you have to publish the map though yes.
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I am not entirely sure on this but I believe it is because SC2 models can use different textures while still using only 1 model. While in warcraft 3 you will have to create another model to apply different textures to. But I could be wrong on this.
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Perhaps you can save the worms into a variable after creation and then when they spawn, have each variable play the animation which matches the 'spitting' out units (I am not exactly sure what is is called atm, I'm sure you can find it) while at the same time spawning a zergling at those nydus worms? That might work the way you want to. Should only involve the same triggers as the spawning of the nydus worm except that after 'create nydus worm' you must make a 'set variable blahblah = last created unit' so that your game can know which nydus worm should play its 'spitting units out' animation. Or if they all spawn it at the same time you can just create 1 variable unit group and add each worm to that unit group when you make them spawn and then pick each unit from unit group then animation - play etc. If you understand what I'm saying. Hope it helps you.
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Just a little thing, some images don't seem to load properly for me. Maybe you can add the images as attachments to the post so they get loaded from sc2mapster.com instead of imageshack or photobucket etc?
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I suggest sending a mail to blizzard or something, I'm sure they can look into it and perhaps even 'protect' it on your request or remove this one. Map stealing happened alot on wc3 etc aswell.
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They do look awesome though, if you don't use them as combat units I think they should work fine, as the graphics lower with the settings even in the cutscenes. You shouldn't have a map full of them obviously.
0
Spoiler... On the mission of korhal where you have to do 3 transmissions on the southeastern bit of the map all the way in the corner is a neutral building, but it displays as an enemy on the minimap. I destroyed it and got a bonus level.
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Murloc marine, awesome. I wonder if those other wow-related portraits have their own models.
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Thanks for the heads up I'd say:) I was going to delete my SC BETA today but I'll make sure my maps are in a different folder.
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If you check the action list go to UI and then type in 'frame' you then get to choose the action 'Show/Hide UI Frame' and then you can select in that action which frame you want to hide.
Edit: alright.. this only seems to work for resources and supplies. It only removes what is displayed on the frames instead of the actual UI frame I'll take another look at it. Perhaps it is possible to hide the whole game UI and at the same time use the show frame command for those that you still want to see.
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Use the doodad 'pathingblocker' to prevent people walking over an area.
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go to the data editor - units. then select your unit that you want to make a hero. then at the right area of the editor you will see all the attributes of your unit and a search bar. fill in 'flag' and you should find an attribute where you can flag your unit to be a hero.
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To adjust the tooltip you gotta go to data- buttons. I can't remember the rest right now but that should help you a bit for now. I haven't really checked out abilities yet.