On XP it was something like \Documents and Settings\<User>\Application Data\Blizzard\Starcraft II\ or something similar.
When I last checked a long time ago the downloaded maps had randomly generated names, like a347sda716189a7d8a05712347s.sc2ma, which made it very difficult to work with.
However if you are looking to open a downloaded map in the editor, you can literally download and open any "unlocked/public" map on b.net using the editor itself.
The radar uses a unit-specific mechanism, as far as I can tell, since "radar" is an attribute of the Unit object. This means that radar is not a pure behavior-based game mechanism, and may be hard-coded to a degree.
Anyone know how to make melee attacks respect height of the target unit?
For example, lets say I create a marine and modify him with a behavior (Unit Modification: Height) and set it to 2, so the marine is now hovering.
How would I make a normal zergling with 0.5 attack range not be able to attack him, without using "air/ground" weapon plane?
If I were to remove the height adjustment behavior for the marine, the zergling would be able to attack again. If I then modify the marine's height to 0.5, the zergling should still be able to reach him. If I once more modify it to 1 height, the zergling should not be able to attack again.
Ok, I have a set of desires for my Natural Selection map.
Assume that enemy units are unselectable, so left clicking on them will not select them and will rather just trigger a click on the ground.
If you have a unit selected and left click on the ground, I would like the following to happen:
Melee unit - uses basic attack, hitting an enemy right in front of the unit
Ranged unit (missile attack) - Send the missile attack to the location of the cursor, exploding when it reaches target point OR send the missile in a line towards the mouse cursor, exploding on contact with an enemy or a wall
Ranged unit (instant attack) - "Attack" the ground, but if an enemy unit is within a small radius (0.5 or something) of the attack, it will be "hit".
Additionally, holding down the mouse button should continue to fire, rather than requiring a click per attack. This is vital for something like a machine gun because the attack period is so low that you would have to click a hundred times.
I tried a few approaches but couldn't find the right path.
For the battlefield screen I was thinking of using a behavior where an attached radar blip actor would be visible even through fog of war, but does anyone know how to make the target unit appear on the mini-map without revealing vision?
I have a unit that has an ability which uses a 150 degree arc for its search area. I want the search area, which is effectively a cone, to originate from the front of the unit, in the direction that it is facing.
Basically, imagine a "fire cone" ability or something similar that when used does damage to enemies in a cone in front of the caster.
Right now it is always facing down (the 270 degree default facing) whenever activated, no matter what direction the unit is facing.
Yeah, you will need a Persistent Effect. Look at things like the Vortex persistent effect or psistorm, and just tweak it so the effect is the teleport of recall rather than whatever it normally does.
I have not tried this, but I would look at, on SCV-Repair, the Ability - Stats - Flags: "Passenger acquire Transport". I assume this would allow the SCV to repair from inside.
How would I make use of only part of an animation? Just play it for a short duration or something in the actor events?
Am I able to start an animation at an offset, like if the animation is 5 seconds long, am I able to play it starting at second 2 and ending at second 3?
The marine (via attachment) and the merc marine (natively) have some nice looking bayonets on the end of their gun. My marines need to be able to "knife" something to death, but it doesn't appear that the marine models have any sort of melee attack animation, nor anything I can really use to fake it. Anyone know of a solution?
0
@Siretu: Go
This is exactly what I ended up doing and it worked out great. Thanks!
0
On XP it was something like \Documents and Settings\<User>\Application Data\Blizzard\Starcraft II\ or something similar.
When I last checked a long time ago the downloaded maps had randomly generated names, like a347sda716189a7d8a05712347s.sc2ma, which made it very difficult to work with.
However if you are looking to open a downloaded map in the editor, you can literally download and open any "unlocked/public" map on b.net using the editor itself.
0
@Kueken531: Go
Worked great, thanks.
0
@yukaboy: Go
The radar uses a unit-specific mechanism, as far as I can tell, since "radar" is an attribute of the Unit object. This means that radar is not a pure behavior-based game mechanism, and may be hard-coded to a degree.
I'm here to find out.
0
Anyone know how to make melee attacks respect height of the target unit?
For example, lets say I create a marine and modify him with a behavior (Unit Modification: Height) and set it to 2, so the marine is now hovering. How would I make a normal zergling with 0.5 attack range not be able to attack him, without using "air/ground" weapon plane?
If I were to remove the height adjustment behavior for the marine, the zergling would be able to attack again. If I then modify the marine's height to 0.5, the zergling should still be able to reach him. If I once more modify it to 1 height, the zergling should not be able to attack again.
0
Ok, I have a set of desires for my Natural Selection map.
Assume that enemy units are unselectable, so left clicking on them will not select them and will rather just trigger a click on the ground.
If you have a unit selected and left click on the ground, I would like the following to happen:
Additionally, holding down the mouse button should continue to fire, rather than requiring a click per attack. This is vital for something like a machine gun because the attack period is so low that you would have to click a hundred times.
I tried a few approaches but couldn't find the right path.
0
For the battlefield screen I was thinking of using a behavior where an attached radar blip actor would be visible even through fog of war, but does anyone know how to make the target unit appear on the mini-map without revealing vision?
0
I have a unit that has an ability which uses a 150 degree arc for its search area. I want the search area, which is effectively a cone, to originate from the front of the unit, in the direction that it is facing.
Basically, imagine a "fire cone" ability or something similar that when used does damage to enemies in a cone in front of the caster.
Right now it is always facing down (the 270 degree default facing) whenever activated, no matter what direction the unit is facing.
0
Yeah, you will need a Persistent Effect. Look at things like the Vortex persistent effect or psistorm, and just tweak it so the effect is the teleport of recall rather than whatever it normally does.
0
I have not tried this, but I would look at, on SCV-Repair, the Ability - Stats - Flags: "Passenger acquire Transport". I assume this would allow the SCV to repair from inside.
0
@TheAlmaity: Go
That worked out great. Thanks very much. Thanks also kueken.
0
Cool, thanks guys, I'll look into it.
0
@scmapcritic: Go
Bump.
0
@Kueken531: Go
How would I make use of only part of an animation? Just play it for a short duration or something in the actor events?
Am I able to start an animation at an offset, like if the animation is 5 seconds long, am I able to play it starting at second 2 and ending at second 3?
0
The marine (via attachment) and the merc marine (natively) have some nice looking bayonets on the end of their gun. My marines need to be able to "knife" something to death, but it doesn't appear that the marine models have any sort of melee attack animation, nor anything I can really use to fake it. Anyone know of a solution?