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    posted a message on Flare Ability? - Like from sc1 (medic)
    Quote from Cyrileo: Go

    Make an Apply Behaviour effect then a behaviour that reduces the targets vision to 1 or 0 I guess would be the easiest way.. I'm on my laptop and unable to check. Tie them together then add it to an ability and that would work.

    Another effect of SC1 flare is to disable Dectector ability. How to do that in SC2?

    Posted in: Miscellaneous Development
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    posted a message on Max Unit Sight Range
    Quote from sc2okocim: Go

    @zeldarules28: Go

    coool thanks! It lets you change the value of CUnit_Sight to any value you like, but in game it seems to cap at 30. very strange

    ok cool thanks! i guess i will figure out something with the range

    You can have sight range up to 30?

    What fields did you modify? What base unit did you use?

    I can't get sight range go beyond 12.

    Posted in: Miscellaneous Development
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    posted a message on Correct weapon attack animation.

    AFAIC, Hig Templar Hero can attack. So you could also reference that.

    Posted in: Miscellaneous Development
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    posted a message on How do I make a unit look like it's falling?

    @Ownag3666: Go

    You might check abilities of Overseer Spawn Changeling/Phoenix Gravition Beam, which moves units vertically.

    Or maybe you mean Nuke/Drop Pod style falling?

    Posted in: Miscellaneous Development
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    posted a message on [Help] Is turning radius possible?

    It seems that in SC2,

    ground units stop moving, turn, and start moving;

    air units move and turn without turning radius: they move in straight line.

    Is it possible to give units turning radius, like every other RTS did?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Working with Beams (Beginner Difficulty)
    Quote from ProzaicMuze: Go

    AI Notify Flags, Flags and Response Flags are VERY important to apply to every damage effect you make. If you don't, the AI won't know what to do when attacked by them which will prevent units you attack from returning fire if your units aren't within their proximity auto-acquire range. In my more advanced tutorials I won't include these as I expect experienced mappers to know this and apply it on their own as needed. Additionally it can help to NOT have units return fire if you need them to hold still long enough to see what happens visually. Keep this in mind when testing abilities. The rest of this tutorial will have these included to help you get acquainted with these fields, however.

    It doesn't seem to work for Colossus?

    I am using your sample map, removing all those flags, and increase Colossus's weapon range to 10.

    I let the Colossus attack zerglings:

    1st shot, zerglings doesn't respond;

    2nd shot, a group of zerglings charge to the Colossus.

    Posted in: Tutorials
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    posted a message on [Help] Colossus Thermal Lance and sweeping beam
    Quote from Vases: Go

    @fllwr: Go

    Your best bet would probably just be to create an entirely new weapon and just using Thermal Lances as a model. Just brainstorming though, I'm rather stumped as to how you would do the effect you desire (I may just be confused).

    Looking at the Thermal Lance weapon, it actually isn't focusing down two units and sweeping the beams, it creates both persistent beams directed at a single unit with X offsets (left sweeping right, right sweeping left) and does splash damage to anything between.

    Sorry for the confusion, I mainly the graphic part of Thermal Lance, not the weapon. The effect I desire is that a beam weapon hit&damage 1st unit => beam sweeps to 2nd unit, visually similar to Thermal Lance => beam hit&damage 2nd unit => ...

    The first and major question is, how to make a beam visually sweeping from one unit to another unit, like Thermal Lance beam sweeping on the ground? I read two beam tutorials by ProzaicMuze, but I have no idea how to make a sweeping beam.

    Posted in: Miscellaneous Development
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    posted a message on [Help] Colossus Thermal Lance and sweeping beam
    Quote from oldschool01: Go

    @fllwr: Go

    Both of your questions are related. If you look closely at how the Colossus's lance fires, units don't take damage till the lances begin their "sweeps" animation. At this moment, a search area effect for damage is fire for each of the beams: one search from right to left and one left to right. Units are hit twice, because the search area effect cover the same ground, but began and end in the opposite direction.

    Thanks. You mean that each periodic "Search" effect automatically prevent including a unit twice?

    A new question: how to make Thermal Lancer (or other beam) scanning units? Default Thermal Lancer beam scans a fixed path(line), and Damage is not synced to the Animation. How to make the beam moving from unit to unit? And make Damage synced with Animation?

    Posted in: Miscellaneous Development
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    posted a message on [Help] Colossus Thermal Lance and sweeping beam

    I checked Colossus Thermal Lance weapon in Data Editor, and briefly undestood how it works.

    However I could not understand why it only hit each target twice? (even when versus a big target like Ultralisk) I meant that for a big target, it could match search area of several "periodic offset", and thus will be hit several times.

    Another question is why "Colossus - Thermal Lances (Search Forwards)" links to "Colossus - Thermal Lances (Create Delay Persistent)", instead of directly linking to Damage?

    Thanks.

    Posted in: Miscellaneous Development
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