Go to the unit's actor, then the art tab, then there's a dropdown menu for the unit's portrait (it says model - portrait). If you want something that's not already in the game, you'd have to import it first.
Make sure you've got "show advanced fields" selected (one of those brown buttons at the top of the data editor), then go to the combat tab of the unit, and then scroll to "kill resource." The tables you're looking for are in there.
Does anyone know how to hide a button on a unit that triggers a submenu? The only show/hide actions I've found related to the command card seem to be specific to abilities, not submenu buttons. Is it maybe possible to trigger a submenu with an ability rather than just a submenu button? I could probably work around it by triggering an artificial submenu all on the same command card using show/hide ability, but that wouldn't be very ideal.
Sometimes when I'm in the middle of a battle.net game the screen will go black and then the game will crash to desktop, that or outright freeze. I never had this problem during phase 1. Is this happening to anyone else, and did you fix it?
I am confused. It says "2 placement matches remain." Before the end of phase 1, I had two placement matches remaining. Did they not wipe the database? Likewise, my previously published maps are still up.
It did that for me too. It goes into the negatives until 5 matches are played, then it places you in a league like before.
I don't know what's up with the custom maps though. The phase 1 maps seem to still be there though haven't really been fixed for phase 2, so there's missing icons/bugs/etc everywhere in them.
Yes, delete all custom Hydralisk spine weapons and effects you have, along with any custom actors. That should fix it. I had to fix that this morning with my map.
Since the new patch, there seems to be something odd going on with the hydralisk spine missile. Sometimes it works fine, but occasionally the spines will fire out of a random space in the air next to the caster, and/or travel to a location near the target, instead of directly to the target. This seems to be the case with any skill/attack using the spine missile. Is anybody else having this problem, and were you able to fix it?
Hrm, it shouldn't be. Try just making a new generic upgrade (right click, add object). Then you can add the modifications under upgrade effects (right click the blank space), and add the units it'll affect under the affected unit array.
The link in Aenigma's post looks like a better option for doing this though, helps me a lot too ><
You can do a lot of stuff like that with the "set unit property" action.
You could also likely do it with upgrades if the options you're looking for aren't in the unit property action; just make the upgrade in the data editor, making it modify whatever fields you want, and use triggers to trigger the upgrade when an event happens.
Would it not be a good idea to produce a map with a great deal of lighting effects (omni lights for example), if you are hoping to make it widely playable? I've always run SC2 on ultra, though today when testing a map, I went down to medium to see what it would look like. All the lighting effects disappeared, and it was rendered unplayable as you could not see a thing. Do you think enough people play at lower settings for this to be a consideration when making a map?
How would I go about changing what unit is spawned from the egg launched by the infestor's infested terran ability? Changing the unit under morph info in the egg's morph ability to anything but an infested terran seems to disable the ability entirely, meaning that the egg will spawn, but the morph timer will never appear and it will never hatch. Any suggestions? Thanks.
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@beacon666: Go
Go to the unit's actor, then the art tab, then there's a dropdown menu for the unit's portrait (it says model - portrait). If you want something that's not already in the game, you'd have to import it first.
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@lilbcat: Go
Make sure you've got "show advanced fields" selected (one of those brown buttons at the top of the data editor), then go to the combat tab of the unit, and then scroll to "kill resource." The tables you're looking for are in there.
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@akaGrimm: Go
Yep. Go to map properties, the options tab, then set unexplored areas to black mask (reduced radius).
To make the area outside the unit's sight radius constantly black, eliminating fog of war, you could do something like this:
Timer - Every 0.0 seconds of Game Time
Visibility - Change visibility for player 1 to Unexplored within (Entire map) and Do Not check cliff level
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@Enterich: Go
Crush Company is a working side scroller. Then there's TopDownFighters from phase 1 though I don't know if it was updated when phase 2 hit.
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Got it. Apparently if you give all the options in the submenu requirements it'll hide the submenu button until at least one requirement is met.
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Does anyone know how to hide a button on a unit that triggers a submenu? The only show/hide actions I've found related to the command card seem to be specific to abilities, not submenu buttons. Is it maybe possible to trigger a submenu with an ability rather than just a submenu button? I could probably work around it by triggering an artificial submenu all on the same command card using show/hide ability, but that wouldn't be very ideal.
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Sometimes when I'm in the middle of a battle.net game the screen will go black and then the game will crash to desktop, that or outright freeze. I never had this problem during phase 1. Is this happening to anyone else, and did you fix it?
0
It did that for me too. It goes into the negatives until 5 matches are played, then it places you in a league like before.
I don't know what's up with the custom maps though. The phase 1 maps seem to still be there though haven't really been fixed for phase 2, so there's missing icons/bugs/etc everywhere in them.
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Worked great, thanks.
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Since the new patch, there seems to be something odd going on with the hydralisk spine missile. Sometimes it works fine, but occasionally the spines will fire out of a random space in the air next to the caster, and/or travel to a location near the target, instead of directly to the target. This seems to be the case with any skill/attack using the spine missile. Is anybody else having this problem, and were you able to fix it?
0
@deleted_4561146: Go
Hrm, it shouldn't be. Try just making a new generic upgrade (right click, add object). Then you can add the modifications under upgrade effects (right click the blank space), and add the units it'll affect under the affected unit array.
The link in Aenigma's post looks like a better option for doing this though, helps me a lot too ><
0
You can do a lot of stuff like that with the "set unit property" action.
You could also likely do it with upgrades if the options you're looking for aren't in the unit property action; just make the upgrade in the data editor, making it modify whatever fields you want, and use triggers to trigger the upgrade when an event happens.
0
Would it not be a good idea to produce a map with a great deal of lighting effects (omni lights for example), if you are hoping to make it widely playable? I've always run SC2 on ultra, though today when testing a map, I went down to medium to see what it would look like. All the lighting effects disappeared, and it was rendered unplayable as you could not see a thing. Do you think enough people play at lower settings for this to be a consideration when making a map?
0
How would I go about changing what unit is spawned from the egg launched by the infestor's infested terran ability? Changing the unit under morph info in the egg's morph ability to anything but an infested terran seems to disable the ability entirely, meaning that the egg will spawn, but the morph timer will never appear and it will never hatch. Any suggestions? Thanks.
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Bump one last time.