So my map is mostly space. That is, Space Platform minus the ground.
I want to set up pathing and sight blockers to create map "compartments." But they have to be in space and not on ground; naturally, they must block air units from moving from one compartment and into another.
How would I go about doing this? Warcraft 3 achieved this through the use of boundary tiles, is there such a function in Starcraft?
So is there a way to edit the size of selection circles? They seem to be based on the model scale. I want to have appropriately sized units and standardized selection circles showing their separation radius.
If I wish to have 30 weapon upgrade levels, do I need to have 31 separate Upgrades or will a single Upgrade called "Weapons" that adds the damage amount and one level suffice?
To clarify, currently there are 4 Upgrades for each weapon upgrade. Take Protoss Gorund Weapons for example, we have: "Protoss Ground Weapons," "Protoss Gorund Weapons Level 1," "Protoss Gorund Weapons Level 2," and "Protoss Gorund Weapons Level 3." If I were to allow you to upgrade a Zealot 30 times, do I need to add Levels 4-30? Or could I delete Levels 1-3? (I don't care to count score.)
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Okay... also, is there a way to block air pathing without the annoying no-fly zones?
To think Blizzard could have simplified this by giving us border tiles. -_-
Heck, I want the old Warcraft 3 tiles back. They were really easy to use and you could still make great terrain with them.
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Okay, but I need a true boundary. That is, two units on either side act as if the other does not exist.
Example:
X | O
X sees O, but will not attack him.
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So my map is mostly space. That is, Space Platform minus the ground.
I want to set up pathing and sight blockers to create map "compartments." But they have to be in space and not on ground; naturally, they must block air units from moving from one compartment and into another.
How would I go about doing this? Warcraft 3 achieved this through the use of boundary tiles, is there such a function in Starcraft?
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Sorry for the necro, but was this question ever answered in any other thread? I really hate the black strip too. ><
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Oh. So I discovered that the model size also applies to the selection circle.
So if your model is .75 scale, to get a 1.5 selection circle, you need to divide 1.5 by .75 (1.5/.75 = 2). ^^
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No, I tried that. I think that determines how close you need to click to select the unit. =\
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So is there a way to edit the size of selection circles? They seem to be based on the model scale. I want to have appropriately sized units and standardized selection circles showing their separation radius.
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Sorry for necro, but I prfer not to make a new thread and I have the same question.
Also, what are the values for the camera? Every value I enter seems to result in the same effect...
EDIT: Found it. Camera Editor. Apparently though, Braxis Alpha uses the SpacePlatform camera.
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Oh. Duh. I had my Advanced fields off. @_@
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Sorry for the necro, but how does one set the maximum count on multishot?
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How would I go about making their laser beam an attack rather than an effect?
That is, I want a PDD that has a laser turret.
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If I wish to have 30 weapon upgrade levels, do I need to have 31 separate Upgrades or will a single Upgrade called "Weapons" that adds the damage amount and one level suffice?
To clarify, currently there are 4 Upgrades for each weapon upgrade. Take Protoss Gorund Weapons for example, we have: "Protoss Ground Weapons," "Protoss Gorund Weapons Level 1," "Protoss Gorund Weapons Level 2," and "Protoss Gorund Weapons Level 3." If I were to allow you to upgrade a Zealot 30 times, do I need to add Levels 4-30? Or could I delete Levels 1-3? (I don't care to count score.)