I'm pretty sure you'll have to wait for sc2 model editing to become more viable for the independent torso rotation. The guy working on the tool for this is coming along pretty well, so it shouldn't be too long.
make an ability and in the tooltip detail the cost of minerals. Depending on how many abilities you have, you can make it so that the units energy pool only increases to the desired amount when the minerals are as well, and have minerals deducted on casting. There might be a way to make a ability disabled until minerals are available through script, but I'm not sure, it would be easier this way.
I'm unsure of how to do this unless you are scriping everything, which I assume you are. The first of your questions should be solvable through the use of unit groups. Once a unit is targeted, add it to the unit group and make it so the tower won't target units in the unit group when it's ability is used. Have the unit removed after a time interval or have their removal triggered by an event of your choice. There might be a way to use debuff/buffs, but I'm still stuck on Warcrafts system, and I'm unsure of the differences atm.
To the second question, I am now questioning whether or not you are scripting this all, but if you were, you would simply have two units picked in a trigger and have them moved .5 or w/e closer to the position of the tower every .01 seconds, or whatever setting make the transition smooth. If you are using mostly the data editor, again, I am not yet familiar with the new one.
set banshee height to abs(constant height - height of terrain)
or something to that effect might work, I'm still getting used to the properties of this editor...this might require the use of leveled terrain rather than terrain deformation.
IF you could, would you point me in the right direction for this? What tools should I get, or could you give the link to a tutorial to get me started on model editing? I checked the tutorials section myself but couldn't find anything. Thanks for replying!
If you want percentage based damage reduction, you're probably going to have to make it all triggered. Take away any vanilla armor bonuses any unit might be getting and make some code to take into account the amount of armor a tower has and the damage type of the attacking unit, you might have to use custom values or variables to signify different types of armor and weapons, and when a unit is attacked, compare the custom values/variables to determine what advantage there is if any, and then use a math equation to determine the appropriate damage migitation or increase.
Some units like the ghost can rotate their head to look at things individual from the rest of the body. Is it possible, and if it is, how would I go about implementing this functionality on other units? I have almost no experience with editing models, and only a little bit of experience with custom skins in wc3. Any help would be very appreciated.
0
Those are for the single player.
0
I'm pretty sure you'll have to wait for sc2 model editing to become more viable for the independent torso rotation. The guy working on the tool for this is coming along pretty well, so it shouldn't be too long.
0
@GiveMeCake: Go
make an ability and in the tooltip detail the cost of minerals. Depending on how many abilities you have, you can make it so that the units energy pool only increases to the desired amount when the minerals are as well, and have minerals deducted on casting. There might be a way to make a ability disabled until minerals are available through script, but I'm not sure, it would be easier this way.
0
@draco89123: Go
I'm unsure of how to do this unless you are scriping everything, which I assume you are. The first of your questions should be solvable through the use of unit groups. Once a unit is targeted, add it to the unit group and make it so the tower won't target units in the unit group when it's ability is used. Have the unit removed after a time interval or have their removal triggered by an event of your choice. There might be a way to use debuff/buffs, but I'm still stuck on Warcrafts system, and I'm unsure of the differences atm.
To the second question, I am now questioning whether or not you are scripting this all, but if you were, you would simply have two units picked in a trigger and have them moved .5 or w/e closer to the position of the tower every .01 seconds, or whatever setting make the transition smooth. If you are using mostly the data editor, again, I am not yet familiar with the new one.
Hope I helped.
0
make a trigger that looks like the following:
every .1 game seconds
set banshee height to abs(constant height - height of terrain)
or something to that effect might work, I'm still getting used to the properties of this editor...this might require the use of leveled terrain rather than terrain deformation.
0
The names of the tools are what I really needed, thank you very much for your assistance.
0
IF you could, would you point me in the right direction for this? What tools should I get, or could you give the link to a tutorial to get me started on model editing? I checked the tutorials section myself but couldn't find anything. Thanks for replying!
0
If you want percentage based damage reduction, you're probably going to have to make it all triggered. Take away any vanilla armor bonuses any unit might be getting and make some code to take into account the amount of armor a tower has and the damage type of the attacking unit, you might have to use custom values or variables to signify different types of armor and weapons, and when a unit is attacked, compare the custom values/variables to determine what advantage there is if any, and then use a math equation to determine the appropriate damage migitation or increase.
0
Some units like the ghost can rotate their head to look at things individual from the rest of the body. Is it possible, and if it is, how would I go about implementing this functionality on other units? I have almost no experience with editing models, and only a little bit of experience with custom skins in wc3. Any help would be very appreciated.