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    posted a message on Weapon firing point of origin [SOLVED]

    I am having a similar problem as the OP. I have an arm magazine ability (like that of the Brood Lord) that I want to attach to a different point on the unit (his head), but I have no clue of how to do so. As it is, the attachment point has (i guess) been defaulted to his feet causing the units he spawns there to use that level of operations, meaning they are clipping through the ground.

    Posted in: Miscellaneous Development
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    posted a message on Flying Escorts

    I take no pleasure in bumping, but I am sure that I am not the only person who has thought of having a unit create escorts that move on a different plane.

    Posted in: Miscellaneous Development
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    posted a message on [HELP] Drop Marines

    You need to create all the parts used by the Calldown Mule ability, then strip out the timed life bit. Or if you are ok with having a timed life, leave it in. Check out this post to see the basics: http://www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/complete-hero/#w-calldown-help This guide creates a item based form of the ability and references the Mule Calldown thus applying all the elements of that particular effect. Hope that was some help cos it is the best I can offer, being a newbie myself.

    Posted in: Miscellaneous Development
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    posted a message on Flying Escorts

    Hi everyone, first post and I am looking for help. A short while ago I was having fun with making a unit who has a flying escort that follow him around like the Brood lord does, only they never drop to the ground. What I particularly liked was that the lead unit was a ground unit and the escorts were flying. However after a while i realized they had switched from Flying at the height I set them at to clipping through the ground at his feet. I am not sure how long ago it was that I had it right and cant figure out what caused them to move downward. They are still classified as fliers. Maybe I was imagining the whole thing, and what I am thinking of might not even be possible atm. I saw a post on this kind of thing, but I cant find nor remember where I saw it. I would love some help on the matter.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Hollowed Buildings. Footprint exploration.

    I don't know if anyone has figured this one out, So if no one has allow me to be the first to point it out. Otherwise Ignore this post.

    As many of you know already, there are models of buildings that look enterable, but are doodads and thus have no footprint (ie you can pass through them). From the maps I have seen so far, mapmakers surround the buildings with Path Blockers. While there is nothing really wrong with that, you have to put down a lot of them. While I was fiddling around with a Zombie Map I am working on I tried to make a building that had the following characteristics:

    • 1. was destructible
    • 2. could be freely moved about in
    • 3. could build inside of.
    • 4. could be closed off, thus turning it into a base.

    During my work I stumbled across the answer, by redoing the footprint of the destructible I was using (which was the Large Garage). It took me a few minutes to get it right, but Now I have created a building that fits all my requirements, without using any triggers and minimal alterations.

    The answer lays in the Footprint's Layers:

    When Editing a footprints "Layer +" and "Shape +" go to both the "Placement apply" and "Placement Check" layers (after selecting the proper model of your building) and click on the spots you want to free up (in my case it was a 3x4 section of the 5x5 building).

    For the Pathing Layer select the Unpathable terrain value and choose Small or Tiny Resolution. Then Simply draw a line around the edges of the building that fits with the Placement layers. As far as I am aware only the Unpathable Terrain value must be used.

    Click OK , then BAM! you are almost done. All that is left to do is to set the status flags of the structure you are using as your subject to Unselectable and Untargetable.

    There may be some other things you might want to change or Tweek that I have not thought of and it may take a few tries to get the footprint right, but at least it is a start.

    Posted in: Tutorials
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