If all you want is a slowing effect and nothing flashy, and if all the water is one height, just add the slowing behavior when the unit's height goes below the height of the water, and remove it when it goes above that height.
Edit: For differing water heights, or if you have other regions of terrain that also go beneath the height of the water but don't have water, then have the slowing trigger secluded to only the region that has the body of water.
It would be quite difficult to keep the camera from going through terrain / doodads or whatever you're using. You would basically need to calculate where the camera is based on pitch / distance and have a 0.0 second trigger keeping it from going any further once it reaches the height of the terrain / doodad. Even if you managed that, it'd probably still look pretty choppy.
So I've been improvising since I can't find a lot of the sounds that were in the game / campaign. I'm wondering if anyone has found a way to get the dialogues or anything. It hasn't bothered me too much, but I really need the "Nuclear Missile Ready" and "Nuclear Launch Detected" voice from the Adjutant and even that's not in there. Anyone have a clue as to how to find / access these hidden sound files? ( And yes, I'm using the campaign dependency. )
It was patch 13 if I remember correctly. I lost quite a bit of work that day. I lost even more when I uninstalled the beta and it was kind enough to remove my custom maps in a custom folder with it.
I'm fairly certain the editor has no compatibility with game controllers. Unless those game controllers happen to use keyboard or mouse input...which would be kind of pointless, I think.
Map stealing is just something people have to live with, it seems. People don't want to take the time and work to create their own maps, thus they will take another's. This also generally means that they will not have the motivation to create any major improvements, thus ending up with hundreds of small variations of the same map. Dota and Wintermaul from WC3 are prime examples.
For a ghost or spectre, have them start an animation bracket of spell a, spell b, spell c. Check play forever, and then have the bracket cleared whenever they fire. Just look at the Ghost's actor ( When it uses the ability "Snipe" or anything else really ) for reference.
Never know if you never try. If your idea is good, and you spend a good amount of time on it...then I'm sure other people will spend time playing it. Let Blizzard worry about how their popularity system works.
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If all you want is a slowing effect and nothing flashy, and if all the water is one height, just add the slowing behavior when the unit's height goes below the height of the water, and remove it when it goes above that height.
Edit: For differing water heights, or if you have other regions of terrain that also go beneath the height of the water but don't have water, then have the slowing trigger secluded to only the region that has the body of water.
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It would be quite difficult to keep the camera from going through terrain / doodads or whatever you're using. You would basically need to calculate where the camera is based on pitch / distance and have a 0.0 second trigger keeping it from going any further once it reaches the height of the terrain / doodad. Even if you managed that, it'd probably still look pretty choppy.
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Well it all started with something like...
http://farm5.static.flickr.com/4004/4497148922_434bcf6ea8_o.png
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Nevermind, it's solved. Apparently I had the campaign dependency loaded, but not the campaign "story" dependency loaded. *sigh*
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So I've been improvising since I can't find a lot of the sounds that were in the game / campaign. I'm wondering if anyone has found a way to get the dialogues or anything. It hasn't bothered me too much, but I really need the "Nuclear Missile Ready" and "Nuclear Launch Detected" voice from the Adjutant and even that's not in there. Anyone have a clue as to how to find / access these hidden sound files? ( And yes, I'm using the campaign dependency. )
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I'm having the same problem with some new units I'm creating. I'll see if I can find what the issue is.
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It was patch 13 if I remember correctly. I lost quite a bit of work that day. I lost even more when I uninstalled the beta and it was kind enough to remove my custom maps in a custom folder with it.
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I'm fairly certain the editor has no compatibility with game controllers. Unless those game controllers happen to use keyboard or mouse input...which would be kind of pointless, I think.
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Go to a large map with islands, make every other computer zerg, be terran, lift off onto the island and make air defense and air units. You win.
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Evidence that Blizzard employees are actually normal people who move around couches...it's near impossible to believe.
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Zombie Zeratul, neat. Did this using negative animation speed or something?
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Map stealing is just something people have to live with, it seems. People don't want to take the time and work to create their own maps, thus they will take another's. This also generally means that they will not have the motivation to create any major improvements, thus ending up with hundreds of small variations of the same map. Dota and Wintermaul from WC3 are prime examples.
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The idea certainly isn't a novel one, however...from your vague description of what it is, you would probably need a trigger similar to this one:
Events
Unit - Any Unit training progress is Completed
Actions
Unit - Order (Triggering unit) to ( Scan Move targeting Target Point) (Replace Existing Orders)
Player - Modify player (Triggering player) Minerals: Set To ((Player (Triggering player) Minerals) + 100)
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For a ghost or spectre, have them start an animation bracket of spell a, spell b, spell c. Check play forever, and then have the bracket cleared whenever they fire. Just look at the Ghost's actor ( When it uses the ability "Snipe" or anything else really ) for reference.
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Never know if you never try. If your idea is good, and you spend a good amount of time on it...then I'm sure other people will spend time playing it. Let Blizzard worry about how their popularity system works.