As the title says, a Thor or Odin model like the Viking's that can turn into a fighter.
Only this would be more of a flying fortress, I guess.
Unfortunately this would require a "new" model for the ground unit as well since it doesn't have a liftoff animation...
While I find the triggers pretty awesome, I'm more awed by how you've managed to get such perfect atmosphere to this map.
Looks like the players could use some grenades though :P
You can use the flag "ignore terrain height"
However, this means your unit will try to fly above the lowest plane on the map, which by default is two cliff levels down, so set unit height to 12 or something or it'll be underground.
Ok I solved it this way:
You can use the flag "ignore terrain height"
However, this means your unit will try to fly above the lowest plane on the map, which by default is two cliff levels down, so set unit height to 12 or something or it'll be underground.
Well it's no big deal, there aren't a lot of cliffs and I only need one region per cliff.
Another question: is it possible to change a missile turret(or any other projectile weapon for that matter) so that they can miss?
Currently I've given the missiles timed life and slower speed, but now they just stop in mid-air and explode, yet they still do damage to the targeted unit.
This is not related to my other projectile system, just so we're clear on that.
Yeah I checked your other tutorial, quite nice one. You wouldn't know anything about using attachment points as position points though, would you? I know it can be done through Data, but the Trigger editor seems to have an issue with it.
EDIT: Yay, my projectile system is working!
Though now I have another problem. You see, my map has both air and ground shooters, but since I'm using converted units as missiles rather than missiles, they go around high ground if I set them to ground movement and over it if I set them to air movement.
Needless to say the air missiles can work flawlessly but I really need ground missiles to explode when they hit a wall.
I could trigger the whole thing with regions of course.
A part that covers Behaviors and Effects would be most appreciated, I'm tearing my hair over it at the moment.
For example, I have an effect that searches an area, an effect that does damage, and I think I can make an effect that kills the source unit(this is all for a custom projectile system for a shooter) but I have no idea how to link them together via a behavior.
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/Bump
This is probably the single most important app for SC2 custom gamers, can't let the thread grow too idle :P
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@KineMorto:
Well he couldn't be playing it backwards since there's a white silhouette appearing when he revives, which isn't there when he dies.
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As the title says, a Thor or Odin model like the Viking's that can turn into a fighter. Only this would be more of a flying fortress, I guess. Unfortunately this would require a "new" model for the ground unit as well since it doesn't have a liftoff animation...
It's for a top-down shooter map boss.
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Any good photoshopper with an extraction tool should be able to do this.
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@Gasket91:
Isn't that pretty simple? Just trigger it so that if a unit comes within a certain distance, the depot uses its burrowing ability.
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While I find the triggers pretty awesome, I'm more awed by how you've managed to get such perfect atmosphere to this map.
Looks like the players could use some grenades though :P
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You can use the flag "ignore terrain height"
However, this means your unit will try to fly above the lowest plane on the map, which by default is two cliff levels down, so set unit height to 12 or something or it'll be underground.
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Bump for justice
I'm planning on making a parabolic artillery system that is capable of hitting air units in mid-flight, so I'm very interested in this as well.
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Bump, cuz this deserves it.
Ok I solved it this way:
You can use the flag "ignore terrain height"
However, this means your unit will try to fly above the lowest plane on the map, which by default is two cliff levels down, so set unit height to 12 or something or it'll be underground.
0
Well it's no big deal, there aren't a lot of cliffs and I only need one region per cliff.
Another question: is it possible to change a missile turret(or any other projectile weapon for that matter) so that they can miss? Currently I've given the missiles timed life and slower speed, but now they just stop in mid-air and explode, yet they still do damage to the targeted unit. This is not related to my other projectile system, just so we're clear on that.
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If you don't have one already, a rare missile that hits whoever is in 1st place is a must-have.
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Could this somehow be used to destroy a unit that collides with a cliff?
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Yeah I checked your other tutorial, quite nice one. You wouldn't know anything about using attachment points as position points though, would you? I know it can be done through Data, but the Trigger editor seems to have an issue with it.
EDIT: Yay, my projectile system is working!
Though now I have another problem. You see, my map has both air and ground shooters, but since I'm using converted units as missiles rather than missiles, they go around high ground if I set them to ground movement and over it if I set them to air movement.
Needless to say the air missiles can work flawlessly but I really need ground missiles to explode when they hit a wall.
I could trigger the whole thing with regions of course.
0
I'm pretty sure WC3 had local variables, actually. Not as easy to use as these though.
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A part that covers Behaviors and Effects would be most appreciated, I'm tearing my hair over it at the moment.
For example, I have an effect that searches an area, an effect that does damage, and I think I can make an effect that kills the source unit(this is all for a custom projectile system for a shooter) but I have no idea how to link them together via a behavior.