Anyone know the model name of the model applied to the probe when its time scale increases? The model is a sort of bluish ribbon that rotates around the probe. I thought it was Chrono Boost. Trying to locate the model.
Is there any way to modify a unit's turn rate (and stationary turn rate) from the Data editor? Behaviors allow you to modify movement speed and acceleration. However, I can't find a way to modify a unit's turn rate.
I'm working on a spell called "Lightning Stream." Currently I'm using a missile actor linked to an invisible model. The invisible missile is a dummy target for a lightning effect.
Unfortunately I'm having trouble specifying the missile launch point and the missile height. Currently the missile is traveling too near the ground and impacting at the target's feet. This is a problem I've seen before, and I'm not sure how to fix it.
Help is appreciated. I have an Attack Actor called "Lightning Stream Launch" that is attempting to address the Missile launch point and flight path.
Alright, so the problem was a validator for the specific missile type. I'd placed the Validator in the Search Area effect. Instead, the Validator needed to be in the Bogus damage effect. Question solved.
I'm creating some custom abilities. One of the custom abilities is a "Lightning Stream." Currently I'm aiming to create something like Lightning from the Diablo series.
I'd like to create the visual effect of an extending beam. The beam will travel from the caster (Tassadar) to a missile.
When the player triggers the ability, a missile is launched, traveling to the target unit. I'm attempting to target the missile with a "bogus" damage effect. Tassadar will be the source of this bogus damage effect.
I'm using the Archon Attack Beam to represent the lightning, and my plan is to reiterate the beam every so often, or loop the beam animation. The final effect should be something like a beam extending from Tassadar to the Missile, the beam extending as the Missile travels toward its target.
Once I've got the bogus damage effect applied to the missile, and the beam actor is operational, I'll hide the missile.
Currently my trouble is applying the bogus damage effect to the missile. Tassadar has a behavior that applies a periodic Search Area effect. The Search Area effect has a validator to attack only the missile. Unfortunately the Search Area effect is not currently applying the bogus damage to the missile, and so the Beam Actor never appears.
I'm trying to find some free screen capture software to record some maps I've made.
I've tried Camstudio. Unfortunately, when I try recording Starcraft I get nothing but a black screen. I tried Camstudio with and without the lossless codec. Neither gets a different result. I'm stuck with a black screen.
Fraps works. However, I can only save 30 seconds with the free version. Does anyone have a spare Fraps key or have an idea of how to get Camstudio operational with Starcraft 2?
I'd like use the Energy Ball from the Yamato Charge model. My unit is charging an ability, and the Yamato Charge Energy Ball is the ideal graphic. Is there a way to separate the Energy Ball from the Yamato energy line?
Field Battlecruiser Yamato Attack Charge Model
Art: Model Assets\Effects\Terran\YamatoMissileCharge\YamatoMissileCharge.m3
I am working on a Third Person Camera. I want the Camera to follow a Target Unit, and I want the Camera Yaw to update with the Facing Angle of the Target Unit.
Currently I have the Camera following the Target Unit.
Camera - Follow for player 1 (Unit group(ENGINE: Hero (Record).Hero)) with the camera and Clear Current Target
However I have not been able to get the Camera Yaw to update according to the Target Unit's facing. I want the Camera Yaw to update whenever the value of "Facing Angle" changes for the Target Unit.
This is my best attempt:
UI: Third Person Camera
Events
Timer - Every 0.0 seconds of Game Time
Local Variables
Conditions
Actions
Camera - Set ENGINE: Third Person Camera Rotation to (Facing of ENGINE: Hero (Record).Hero)
I have tried updating both the "Rotation" value and the "Angle of Attack" value. Neither of these presets change the Yaw of the Third Person camera in game.
Does anyone know how to get the Camera Yaw to update according to the Target Unit's Facing Angle?
In the Actors tab, go to your attack actor. In the field "Target - Launch Site Ops+" you can add Site Operations to create the offset (I use SOpAttachOrigin for the attachment point, and then a "Site Operation - Local Offset" actor to create the offset).
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Anyone know the model name of the model applied to the probe when its time scale increases? The model is a sort of bluish ribbon that rotates around the probe. I thought it was Chrono Boost. Trying to locate the model.
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@DrSuperEvil: Go
Thank you, I've been looking to modify a Unit's turn rate in Behaviors with the movement tab. I might try a work around with upgrades.
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Is there any way to modify a unit's turn rate (and stationary turn rate) from the Data editor? Behaviors allow you to modify movement speed and acceleration. However, I can't find a way to modify a unit's turn rate.
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@XLIIVI: Go
Nevermind solved this issue with the OneTwoSC tutorial Frostbolt. I was missing a field in the Attack Actor
Field Lightning Stream Launch Missile Art: Missile LightningStreamWeapon
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http://www.sc2mapster.com/maps/lightning-stream/files/2-lightning-stream-update/
I'm working on a spell called "Lightning Stream." Currently I'm using a missile actor linked to an invisible model. The invisible missile is a dummy target for a lightning effect.
Unfortunately I'm having trouble specifying the missile launch point and the missile height. Currently the missile is traveling too near the ground and impacting at the target's feet. This is a problem I've seen before, and I'm not sure how to fix it.
Help is appreciated. I have an Attack Actor called "Lightning Stream Launch" that is attempting to address the Missile launch point and flight path.
0
@XLIIVI: Go
Alright, so the problem was a validator for the specific missile type. I'd placed the Validator in the Search Area effect. Instead, the Validator needed to be in the Bogus damage effect. Question solved.
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@XLIIVI: Go
I reverted the Unit to a Projectile, and then changed some fields in the Search Area
Field Lightning Stream Search Search: Search Filters Required: Missile; Excluded: Neutral, Enemy
Now it's working. Not sure why this changed anything but eh, it works.
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http://www.sc2mapster.com/maps/lightning-stream/files/1-custom-abilities-test/
I'm creating some custom abilities. One of the custom abilities is a "Lightning Stream." Currently I'm aiming to create something like Lightning from the Diablo series.
I'd like to create the visual effect of an extending beam. The beam will travel from the caster (Tassadar) to a missile.
When the player triggers the ability, a missile is launched, traveling to the target unit. I'm attempting to target the missile with a "bogus" damage effect. Tassadar will be the source of this bogus damage effect.
I'm using the Archon Attack Beam to represent the lightning, and my plan is to reiterate the beam every so often, or loop the beam animation. The final effect should be something like a beam extending from Tassadar to the Missile, the beam extending as the Missile travels toward its target.
Once I've got the bogus damage effect applied to the missile, and the beam actor is operational, I'll hide the missile.
Currently my trouble is applying the bogus damage effect to the missile. Tassadar has a behavior that applies a periodic Search Area effect. The Search Area effect has a validator to attack only the missile. Unfortunately the Search Area effect is not currently applying the bogus damage to the missile, and so the Beam Actor never appears.
0
I'm trying to find some free screen capture software to record some maps I've made.
I've tried Camstudio. Unfortunately, when I try recording Starcraft I get nothing but a black screen. I tried Camstudio with and without the lossless codec. Neither gets a different result. I'm stuck with a black screen.
Fraps works. However, I can only save 30 seconds with the free version. Does anyone have a spare Fraps key or have an idea of how to get Camstudio operational with Starcraft 2?
0
I'd like use the Energy Ball from the Yamato Charge model. My unit is charging an ability, and the Yamato Charge Energy Ball is the ideal graphic. Is there a way to separate the Energy Ball from the Yamato energy line?
Field Battlecruiser Yamato Attack Charge Model Art: Model Assets\Effects\Terran\YamatoMissileCharge\YamatoMissileCharge.m3
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I am working on a Third Person Camera. I want the Camera to follow a Target Unit, and I want the Camera Yaw to update with the Facing Angle of the Target Unit.
Currently I have the Camera following the Target Unit.
Camera - Follow for player 1 (Unit group(ENGINE: Hero (Record).Hero)) with the camera and Clear Current Target
However I have not been able to get the Camera Yaw to update according to the Target Unit's facing. I want the Camera Yaw to update whenever the value of "Facing Angle" changes for the Target Unit.
This is my best attempt:
UI: Third Person Camera Events Timer - Every 0.0 seconds of Game Time Local Variables Conditions Actions Camera - Set ENGINE: Third Person Camera Rotation to (Facing of ENGINE: Hero (Record).Hero)
I have tried updating both the "Rotation" value and the "Angle of Attack" value. Neither of these presets change the Yaw of the Third Person camera in game.
Does anyone know how to get the Camera Yaw to update according to the Target Unit's Facing Angle?
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@XLIIVI: Go
oh, I found the field.
the field wasn't visible because 'advanced view' wasn't active.
i'm surprised it's necessary to specify 'advanced view'.
not many people who use the data editor would use something other than 'advanced view'
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@Deadzergling: Go
I see there are various places one could specify offsets.
I am looking for periodic offsets.
However, I cannot find the field 'periodic offsets'.
What type of effect includes the field to specify periodic offsets?
Intuitively, I would expect to find periodic offsets in the effect type: 'create persistent'.
However, I have checked 'create persistent' and I cannot find the field to specify periodic offsets
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What/where is the field to specify the offset coordinates applied to each iteration of a persistent effect?
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@SaintTrigger: Go
In the Actors tab, go to your attack actor. In the field "Target - Launch Site Ops+" you can add Site Operations to create the offset (I use SOpAttachOrigin for the attachment point, and then a "Site Operation - Local Offset" actor to create the offset).