Is there anyway to make the cloaking of Ghosts, etc... the same way it was in Warcraft 3 for the night elves? I've made it as a buff instead of an ability since it should be on all by itself.
But what I can't figure out is how to make it disable when the unit attacks. I tried putting every related field in the "Behavior - Validators (Disable)" from (Caster is using weapon) to (Caster is in combat), to (Target is Attacking...), etc... But these either result in the behavior being disabled all the time, or not disabling it at all...
Any help is much appreciated..
Add lightning (lots, but not too much).
And you can give the map lots of darkness, but give it like a bright white-blue tint as to reflect the moonlight so as it won't look bland.
Sorry I didn't reply sooner, didn't expect someone to answer again xD
The behavior of type attribute functions as stats rather than a classification. Also I looked under the damage effects of weapons, and there is no + % damage on certain behaviors. Either I'm doing something wrong, or maybe you meant through triggers?
Is there anyway to restrict a building to be build on a certain height or texture? Like if I want for buildings to be build only on cliff levels of height 2, is that possible?
Or maybe on certain textures, similar to how creep functions?
I don't know if you misunderstood my question. I didn't mean light+armored. But I meant add more options to the already available ones.
Currently there are 10 classifications. Can I make more of them?
I was thinking of maybe doing a Red Alert 95 mod for SC2. I searched online and couldn't find anything. However after what happened with my Z mod (being contacted by people who made one and are 95% done :P) I thought I should first ask here whether a mod is already in the making.
It can't be unlimited. You have to make it big enough so that it can reach all the map.
Changing the range should do it...
Maybe the unit you're using has a different ability than the one you're altering?
Edit: Also there a small error in my map. You have to deselect the units of the player first then select the building unit.
Build
Events
UI - Player 1 presses B key Down with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
Unit Selection - Deselect (Selected units for player 1) for player 1
Unit Selection - Select SCV [15.80, 19.67] for player 1
Try checking out ProzaicMuze's tutorial about projectiles it really helped me. (You'll probably need to use a parabolic projectile)
Looking at the siege tank I don't know which projectile to replace either... I used Tychus' grenade as practice, it has only 1 projectile..
I'm sure there's a much less "sloppy" way to do this, but...
You can try to make a unit dummy unit. Give him the look of a tree or invisible to the players, make him unable to move, invulnerable to damage. Also give him the portrait of an adjutant :P
Then give him the build ability you want, give it a range larger than the map, customize his ability command card to make it look like it's not a unit.
Finally use a trigger that whenever the player uses the 'b' button for example, it selects the unit.
I'm sure there's a much simpler way than this though...
Edit: lycist beat me to it :P yes you can make it a building also ^_^
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Oh come on >.< I did the same things he did. But he used a different base behavior >_>
Anyways, thank you for the find.. It's finally working now xD
Saved me a lot of trouble ^_^
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Is there anyway to make the cloaking of Ghosts, etc... the same way it was in Warcraft 3 for the night elves? I've made it as a buff instead of an ability since it should be on all by itself.
But what I can't figure out is how to make it disable when the unit attacks. I tried putting every related field in the "Behavior - Validators (Disable)" from (Caster is using weapon) to (Caster is in combat), to (Target is Attacking...), etc... But these either result in the behavior being disabled all the time, or not disabling it at all...
Any help is much appreciated..
0
Add lightning (lots, but not too much).
And you can give the map lots of darkness, but give it like a bright white-blue tint as to reflect the moonlight so as it won't look bland.
0
Sorry I didn't reply sooner, didn't expect someone to answer again xD
The behavior of type attribute functions as stats rather than a classification. Also I looked under the damage effects of weapons, and there is no + % damage on certain behaviors. Either I'm doing something wrong, or maybe you meant through triggers?
0
Is there anyway to restrict a building to be build on a certain height or texture? Like if I want for buildings to be build only on cliff levels of height 2, is that possible?
Or maybe on certain textures, similar to how creep functions?
0
@caspersc:
I don't know if you misunderstood my question. I didn't mean light+armored. But I meant add more options to the already available ones.
Currently there are 10 classifications. Can I make more of them?
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Bump :(
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I was thinking of maybe doing a Red Alert 95 mod for SC2. I searched online and couldn't find anything. However after what happened with my Z mod (being contacted by people who made one and are 95% done :P) I thought I should first ask here whether a mod is already in the making.
Thank you
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Yes that's what I meant sorry ^_^
For the people out there, is there any way to add custom classifications?
Edit: I know how to change the ones that are already there through the text editor, but what I meant was to add more options :)
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Is there a way to make our own custom attributes similar to armored, biological, etc...?
That would open up a whole range of possiblities :O
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It can't be unlimited. You have to make it big enough so that it can reach all the map.
Changing the range should do it...
Maybe the unit you're using has a different ability than the one you're altering?
Edit: Also there a small error in my map. You have to deselect the units of the player first then select the building unit.
Build
Events
UI - Player 1 presses B key Down with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
Unit Selection - Deselect (Selected units for player 1) for player 1
Unit Selection - Select SCV [15.80, 19.67] for player 1
0
Make a keyboard shortcut for it :)
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@Patoriku: Go
Try checking out ProzaicMuze's tutorial about projectiles it really helped me. (You'll probably need to use a parabolic projectile) Looking at the siege tank I don't know which projectile to replace either... I used Tychus' grenade as practice, it has only 1 projectile..
0
@fumoffu_fmp:
Here's a map for reference:
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I'm sure there's a much less "sloppy" way to do this, but...
You can try to make a unit dummy unit. Give him the look of a tree or invisible to the players, make him unable to move, invulnerable to damage. Also give him the portrait of an adjutant :P
Then give him the build ability you want, give it a range larger than the map, customize his ability command card to make it look like it's not a unit.
Finally use a trigger that whenever the player uses the 'b' button for example, it selects the unit.
I'm sure there's a much simpler way than this though...
Edit: lycist beat me to it :P yes you can make it a building also ^_^