i havent seen this mentioned anywhere but i have a problem with mouse look. I read a few tutorials about that topic but it wasnt mentioned anywhere. When i move the camera to the ground it moves very far away and i even can move the camera through the ground like on the picture. Is there are workaround for that or do I just have to live with that if I want to use Mouse look?
I have created a trigger so that if a unit gets a fatal hit, the hero will just become incapacitated and you can revive the hero with a specific spell. The problem is, that it only works for specific units (i.e. Zeratul) but it should work for "any unit". At the beginning of the map you can choose your hero so i cant specify the unit before the game starts.
Here is what the trigger currently looks like:
The conditions are 2 behaviors: if the unit is incapacitated AND the unit recived the revive spell (both buff behaviors on the unit) then it will be revived with 50% of life.
Now i need it to work for something like "any hero unit".
i'm having a problem with the revive technique i want to use in my RPG map and hope that someone has an idea how to make it.
So basically a hero that dies will stay at the position he is and u have 20 seconds to revive him, otherwise hes definately dead and will respawn at the town center. You maybe know the 2nd to last mission in the campaign where you can play the heros in the tunnel mission. To get this effect I add an behavior that makes the unit immune to damage if the hit was "fatal". This starts an "Apply behavior" effect which start another behavior which lasts 20 seconds and after it expires the unit will be revived with an effect.
Here comes the problem: with the way its implemented in the campaign, the hero will definately respawn after those 20 seconds. I want to change it so that if no one cast the "Revive-Spell" the hero will be dead. When revive on the hero is casted he will be alive again where he died with some fresh HP:
So does anyone have an idea how to implement this?
for an authentic rpg map u need a lot. I think its strange to have someone with a sword in one room and in the next everyone is shooting with machine guns and lasers. but im already at 19mb :/
i saw thtat the battlecruisder ability from the campaign uses protoss shields to absorb damage. the ability just set maximum shield value to 200. but i think it wouldnt be possible to overwrite the shield effekt with another (e.g.: unit has 100 shield left from 200. but setting shield maximum to 200 wouldnt fill the shield)
im working on a litte map in which you have to beat some Boss fights with given characters (no leveling or items so i can balance the fights around the given characters)
But I'm having a problem to create Heal abilitys. With the "Create Healer" effect i couldnt create the abilitys that i wanted but maybe I did it wrong. I just want a Heal where i target a unit and it instants adds a certain amount to the health points (like any heal in WoW). Also i would like to do a regenerative effect so the target gets a heal every 3 seconds while the buff lasts (like "renew" in WoW). At last I want to make a shield witch absords a certain amount of damage. Best thing would be if i could give every spell a cast time (like when a tank goes into siege mode)
If anyone has an idea and can describe it with one or two short sentences how to do this (especially the first one) it would be great.
anybody else have the problem that the models are bigger than they appear to be? for example I imported Brutallus and even if i click like 2 cm next to the model i can select the unit
i also wonder if there is a reason why some animations are missing
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great tutorial, but i have a question
what would you have to do to make for example massive units immune to the knockback effects, but not to the damage
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bump
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Hello,
i havent seen this mentioned anywhere but i have a problem with mouse look. I read a few tutorials about that topic but it wasnt mentioned anywhere. When i move the camera to the ground it moves very far away and i even can move the camera through the ground like on the picture. Is there are workaround for that or do I just have to live with that if I want to use Mouse look?
The triggers look like that:
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@khazr: Go
ok found it
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I have created a trigger so that if a unit gets a fatal hit, the hero will just become incapacitated and you can revive the hero with a specific spell. The problem is, that it only works for specific units (i.e. Zeratul) but it should work for "any unit". At the beginning of the map you can choose your hero so i cant specify the unit before the game starts.
Here is what the trigger currently looks like:
The conditions are 2 behaviors: if the unit is incapacitated AND the unit recived the revive spell (both buff behaviors on the unit) then it will be revived with 50% of life.
Now i need it to work for something like "any hero unit".
Hope someone can help me.
0
Hello,
i'm having a problem with the revive technique i want to use in my RPG map and hope that someone has an idea how to make it.
So basically a hero that dies will stay at the position he is and u have 20 seconds to revive him, otherwise hes definately dead and will respawn at the town center. You maybe know the 2nd to last mission in the campaign where you can play the heros in the tunnel mission. To get this effect I add an behavior that makes the unit immune to damage if the hit was "fatal". This starts an "Apply behavior" effect which start another behavior which lasts 20 seconds and after it expires the unit will be revived with an effect.
Here comes the problem: with the way its implemented in the campaign, the hero will definately respawn after those 20 seconds. I want to change it so that if no one cast the "Revive-Spell" the hero will be dead. When revive on the hero is casted he will be alive again where he died with some fresh HP:
So does anyone have an idea how to implement this?
0
@Molsterr: Go
for an authentic rpg map u need a lot. I think its strange to have someone with a sword in one room and in the next everyone is shooting with machine guns and lasers. but im already at 19mb :/
0
@Zarakk: Go
but you only can play this maps solo if u start them over the editor or am i wrong?
i have a rpg map for like 5-6 players and with the wowmodels its impossible to stay unter 10 mb. maybe u know a way to the map with friends?
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there is also the problem that with the imported models i reach the maximum map size very fast
or is there a workaround for this?
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@Grogian: Go
thx 4 the response
i saw thtat the battlecruisder ability from the campaign uses protoss shields to absorb damage. the ability just set maximum shield value to 200. but i think it wouldnt be possible to overwrite the shield effekt with another (e.g.: unit has 100 shield left from 200. but setting shield maximum to 200 wouldnt fill the shield)
0
Hello,
im working on a litte map in which you have to beat some Boss fights with given characters (no leveling or items so i can balance the fights around the given characters)
But I'm having a problem to create Heal abilitys. With the "Create Healer" effect i couldnt create the abilitys that i wanted but maybe I did it wrong. I just want a Heal where i target a unit and it instants adds a certain amount to the health points (like any heal in WoW). Also i would like to do a regenerative effect so the target gets a heal every 3 seconds while the buff lasts (like "renew" in WoW). At last I want to make a shield witch absords a certain amount of damage. Best thing would be if i could give every spell a cast time (like when a tank goes into siege mode)
If anyone has an idea and can describe it with one or two short sentences how to do this (especially the first one) it would be great.
0
just search in your unit data for "Ultralisk Death" (if you didnt changed the name to vezax or something) and set the model to the vezax.m3
u can import a custom .tga for the wireframe
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anybody else have the problem that the models are bigger than they appear to be? for example I imported Brutallus and even if i click like 2 cm next to the model i can select the unit
i also wonder if there is a reason why some animations are missing
but its really a great tool