You need a low Camera distance for the follow unit action to look like a 3rd-person camera. Easiest way to do this is to go to the Default camera in the data editor, and reduce the maximum distance to like 7 or so.
Movers govern the way things move, so I would think it'd be that...although you've said you've already checked them. It should be...hurricane missile mover, apparently.
Life of a starship commander sounds a lot more interesting than life of a civilian. I always hated those "life of a peasant" maps on WC3, boring as hell.
Well what I do as opposed to having it actually train the units is have a trigger that runs like every 60 seconds or so that creates units if the barracks is alive. Not sure if that works or not for what you're doing.
For the first problem, go to the actor's events and have it do "Animation Bracket Start Attack Attack" at the event that is triggered by the start of the ability. You'll also need an event for the end of the ability in which you'd have to have the action "Animation Bracket Stop Attack." That should fix the marine not attacking animation problem.
Edit: Oh for the second problem, you need a trigger that updates the boss bar's current value every time your energy changes. So either a 0.0 second trigger, or a trigger that has an event that runs whenever the property (energy) of your unit changes.
I don't know enough specifics to fix the third problem.
For the fourth problem, you would need a trigger running every 0.0 seconds that either changes the camera's rotation to the facing angle of the unit, or vice versa.
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Welcome to SC2 mapster. This probably isn't the easiest thing to start off trying to do. =p
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Have you tried setting the Field of View to about 20 or so?
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Enable Far Clip on your camera. 90 or so should be enough to keep lag down.
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You would have to make three separate Planetary Fortresses, and then give each player their according one.
Edit: Or make the three train unit abilities, and disable / enable them accordingly.
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You need a low Camera distance for the follow unit action to look like a 3rd-person camera. Easiest way to do this is to go to the Default camera in the data editor, and reduce the maximum distance to like 7 or so.
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You might also want to know that the existence of roads makes editing the terrain very laggy.
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If your map uses a third-person camera or anything similar, put in a far clip or at least have the option to.
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Probably in lighting, which you can find and change in the Terrain Texture Sets in the data editor.
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Movers govern the way things move, so I would think it'd be that...although you've said you've already checked them. It should be...hurricane missile mover, apparently.
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Life of a starship commander sounds a lot more interesting than life of a civilian. I always hated those "life of a peasant" maps on WC3, boring as hell.
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Well what I do as opposed to having it actually train the units is have a trigger that runs like every 60 seconds or so that creates units if the barracks is alive. Not sure if that works or not for what you're doing.
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It's going to be under unit group. So the action would be "Add unit group to unit group."
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Use (Last created units) not (Last created unit).
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Plenty of tutorials already about this sort of thing in the tutorials section of the forums.
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For the first problem, go to the actor's events and have it do "Animation Bracket Start Attack Attack" at the event that is triggered by the start of the ability. You'll also need an event for the end of the ability in which you'd have to have the action "Animation Bracket Stop Attack." That should fix the marine not attacking animation problem.
Edit: Oh for the second problem, you need a trigger that updates the boss bar's current value every time your energy changes. So either a 0.0 second trigger, or a trigger that has an event that runs whenever the property (energy) of your unit changes.
I don't know enough specifics to fix the third problem.
For the fourth problem, you would need a trigger running every 0.0 seconds that either changes the camera's rotation to the facing angle of the unit, or vice versa.