I'm also interested in being able to emulate the SC2 Achievement animation. I tried out the achievement system on this site, but it doesn't look much like the official achievement animation. It's just a blue box that appears with an icon and text, and then fades out. I'm hoping it's possible to have the entire animation sequence emulated.
Hmmm....that's an interesting idea. I'll try a test with the Daimondbacks and see if they can be pushed while attacking.
EDIT: I tried it out, and indeed you CAN push the Diamondbacks. After some looking through the weapons, I found the difference that causes this is:
Weapons -> Weapon Tab -> Allowed Movement
I changed that to Moving on Zerglings claws, and now I can push zerglings around while they attack :)
Thanks for the idea! It led to a working solution!
EDIT 2: Just below the Allowed Movement field, in the Options, you need to disable the "Melee" flag if the unit has it. Don't worry though, it seems as if melee units continue to fight as melee units, but I suppose it may have some unforeseen consequences. Oh well, I'll deal with that if/when the time comes ;)
I'm setting the camera distance to 55 (zoomed out a bit) so that more of the play area can be seen by the player. However, I noticed that when I do this, I can no longer hear any combat sound effects (gun fire, attacks, death, flames, etc.).
Does anyone know a solution to this? Have the camera zoomed out without messing up the sound effects?
I would like to request a tutorial on the various changes you can make with sounds in the Data Editor. Like being able to take a sound file and shorten the looping, or creating custom looping, etc. The editor has soooo many options for editing sound data that it's crazy...The only thing worse is the Lighting editor :P
Has anyone used Screen Buttons and understand how the SB ID Parameter works? It's just an integer that you give it, but does that mean the ID is just a number that has that particular Screen Button attached to it? If I have a button and I want multiple players to be able to each use the button indepedently, then will I need to create additional Screen Buttons on new ID Parameters? Or will a single ID Parameter work?
lol I feel silly now. Right after I posted this I noticed a unit called "Repulsor Field". Sure enough this is exactly what they use. It's not a trigger at all, but instead it's a unit.
In the challenge maps, I noticed some giant "force field" type things that prevent your units from moving to the enemy spawn points. I opened up those maps in the editor to try and find how and where they do this, but I can't find anything. Does anyone know where the triggers are that are responsible for this effect?
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That only sets the achievement data like the wording and such. But it doesn't control the "animation effect" that we want.
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bump
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I'm also interested in being able to emulate the SC2 Achievement animation. I tried out the achievement system on this site, but it doesn't look much like the official achievement animation. It's just a blue box that appears with an icon and text, and then fades out. I'm hoping it's possible to have the entire animation sequence emulated.
This is the one I found on this site:
http://www.sc2mapster.com/assets/achievement-library/files/3-achievement-library/
Does anyone have any details if it's possible to emulate the full animation?
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@KineMorto: Go
Hmmm....that's an interesting idea. I'll try a test with the Daimondbacks and see if they can be pushed while attacking.
EDIT: I tried it out, and indeed you CAN push the Diamondbacks. After some looking through the weapons, I found the difference that causes this is:
Weapons -> Weapon Tab -> Allowed Movement
I changed that to Moving on Zerglings claws, and now I can push zerglings around while they attack :)
Thanks for the idea! It led to a working solution!
EDIT 2: Just below the Allowed Movement field, in the Options, you need to disable the "Melee" flag if the unit has it. Don't worry though, it seems as if melee units continue to fight as melee units, but I suppose it may have some unforeseen consequences. Oh well, I'll deal with that if/when the time comes ;)
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Bump again.....
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Anyone know?
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Is it possible to make units pushable while they are attacking? The default is that an attacking unit cannot be pushed (but an idle unit can).
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Sweet, thanks! These suggestions worked!
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I'm setting the camera distance to 55 (zoomed out a bit) so that more of the play area can be seen by the player. However, I noticed that when I do this, I can no longer hear any combat sound effects (gun fire, attacks, death, flames, etc.).
Does anyone know a solution to this? Have the camera zoomed out without messing up the sound effects?
0
I would like to request a tutorial on the various changes you can make with sounds in the Data Editor. Like being able to take a sound file and shorten the looping, or creating custom looping, etc. The editor has soooo many options for editing sound data that it's crazy...The only thing worse is the Lighting editor :P
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Ok thanks!
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bump
Anyone know?
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Has anyone used Screen Buttons and understand how the SB ID Parameter works? It's just an integer that you give it, but does that mean the ID is just a number that has that particular Screen Button attached to it? If I have a button and I want multiple players to be able to each use the button indepedently, then will I need to create additional Screen Buttons on new ID Parameters? Or will a single ID Parameter work?
Thank for any help!
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lol I feel silly now. Right after I posted this I noticed a unit called "Repulsor Field". Sure enough this is exactly what they use. It's not a trigger at all, but instead it's a unit.
0
In the challenge maps, I noticed some giant "force field" type things that prevent your units from moving to the enemy spawn points. I opened up those maps in the editor to try and find how and where they do this, but I can't find anything. Does anyone know where the triggers are that are responsible for this effect?
Thanks