Actually, the Nydus Transport ability has the flag "Player Hold" checked, and that allows any building/unit with a transport ability with 'Player Hold' able to unload/load units.
IE: Give the overlord "player hold", load up your units in the Nydus, unload them from the overlord.
Unchecking Player Hold from the Nydus Transport basically removes the "tunnel" connecting each Canal/Network.
Hmm, currently I am drawing a blank on a possible work around...
@DrSuperEvil: Go
Hmm? Colossus beam texture? I'm not following. Where should I have used a colossus beam color? On the Adun lightning bolt??
Which beta unit does it remind you of? I never followed the Beta nor have I looked into it. All I ever saw were a few Blizzard videos show casing Mothership pwnage in the form of Planet Cracker and whatnot.
@ScorpSCII: Go
Nice Barracks. Definitely has that "frozen over" look to it. Spot on.
@Ranakastrasz: Go
To fix the flickering/full recharging all the time...
Shield buff has -1 duration(permanent)
On your shield generator, Validate that the target unit has no shield buff
Shield Buff validates within range of Shield Generator, else disables if out of range.
In effect, if the target is within range of the shield generator, it applies the shield buff if the unit doesn't have it already. The shield buff will remain on the target as long as they are within range of the Shield Generator. The shield buff will not be constantly reapplied, refilling them or causing the flickering of your aura model/actor.
Just an update post of a new "uber" unit I am currently working on in spare time. I use Texture Select By ID on EVERYTHING that makes a difference for this unit. From glows, "shockwave" effects, particles, you name it, I change it with just TSBID.
Here's a preview, of what you can do, above and beyond just changing a skin's diffuse/emissive/specular.
There is no "SetTint" actor events used at all.
And no, the Uber is not the selected Sentry :)
Also, right click and select view image to see it full size.
This is found in the Edit Advanced Data -> Gameplay Data section. Simply modify the Acquire Leash Radius(default 21). 500 would make it cross map.
HOWEVER, since this modifies the default, it will change every unit's chase distance.
If you only want certain units to have larger amounts of chase distance, you could add a behavior to the unit, that has a damage response giving the AI unit an Attack Order to specified target(would likely have to be repetitive, because if it reaches it's target, it would then "leash" to that spot, and would require another Damage Response... I hope you understand this last part, haha)
You could also apply a behavior on the unit at the same time that counts down, and on expiry, orders the AI unit to stop.
Oh. I have nothing to do with the signature, haha. That is someone else. There's a post I believe in Off Topic about it. You are free to make your own build and use the sig-maker.
Also, you are free to use the tutorial as much as you like.
Well, it didn't take too much time, From first posting to final edit, it took about 25 minutes or so. It was just realizing that the Warp In visual also includes the unit that made me go "Oh right".
I had noticed that previously, but it didn't dawn on me at first.
Use the Apply Behavior effect on the ability. Target as Caster or Source if it is an Instant ability, Target as Target if it's a targetable ability. Specify the behavior you want added?
What do you mean "Tax" my models/textures/icons ? I've never created a single icon, model, or texture in my life. Do you mean take/use?? I realize english is probably not(though I may be wrong?) your first language so... :)
Very odd.... I just tried it with marines and I'm having no problems. Preplaced or popping from the barracks.
I'll download that texture and see if I can get the vray to work...
EDIT:: Very odd... I tried the same exact thing with the void ray but when it comes out of the stargate, it's still silver...
EDIT2:: SOLVED!!!!!!!!
OK. So because the VoidRay gets WARPED IN from the warpgate FIRST, what you basically need to do, is create the Diffuse Texture(main.diffuse) and Specular Texture(main.specular) as normal.
For the models, add the SAME declarations to the "Void Ray" AND "Void Ray Warp In Stargate" models. They both have the same texture paths (VoidRay_Diffuse & VoidRay_Specular). Make sure that both of those models' Texture Declarations+ fields are identical. So, you can basically setup the Void Ray, and then just copy/paste the entire Declarations+ to the Warp In Stargate model.
Then, just add to the "Void Ray Warp In Stargate" actor, Actor Creation -> Texture SelectByID Diffuse/Specular(aswell as to the Void Ray actor).
It then works fully in game.
I would imagine if you wanted to swap textures on any Protoss Unit that is warpable, that you would have to do the same to their warpin models if you plan to be able to build them aswell and keep the texture.
And... attached the file, just for the sake of it.
You will notice that I use different paths for the textures due to testing, before I realised the thing about the warpin. But yes, it works eitherway.
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@SnyderGuy: Go
For you, I changed "Texture - Texture Declarations" to "Texture Declarations+"...
Oh yes, I also added a picture, showing what buttons I use that shows the fields (how I have my DE setup).
I expect someone relatively NEW to the editor to not know about those buttons, but hey... not judging.
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@DrSuperEvil: Go
Actually, it is not shooting a colossus beam skyward. It's shooting the EyeofAdunCharge beam.
as to the pic...
I do have to say the pic does look familiar, perhaps I've seen it on these forums before. Looks... pretty spot on. I'm sad -_-.
I find that overall, protoss units are lacking in "uber-attachment-ness" and I thought I'd finally come up with something decent looking...
EDIT: Oh ya, a slight update to the tutorial... nothing major... actually so minor it's inconsequential.
0
Actually, the Nydus Transport ability has the flag "Player Hold" checked, and that allows any building/unit with a transport ability with 'Player Hold' able to unload/load units.
IE: Give the overlord "player hold", load up your units in the Nydus, unload them from the overlord.
Unchecking Player Hold from the Nydus Transport basically removes the "tunnel" connecting each Canal/Network.
Hmm, currently I am drawing a blank on a possible work around...
0
@DrSuperEvil: Go Hmm? Colossus beam texture? I'm not following. Where should I have used a colossus beam color? On the Adun lightning bolt??
Which beta unit does it remind you of? I never followed the Beta nor have I looked into it. All I ever saw were a few Blizzard videos show casing Mothership pwnage in the form of Planet Cracker and whatnot.
@ScorpSCII: Go Nice Barracks. Definitely has that "frozen over" look to it. Spot on.
0
I really don't want to come off as an ass or anything, but you are "showing the kind of animations" we can expect to see.
To be honest, a TPS/top down shooter-esque, and some different camera angles?? None of that is making me go "ooh" or "aah".
What I am interested in is "the way abilities are used will have a different feel compared to most custom games on Startcraft 2".
Any new style of gameplay/something unique is what catches my eye.
But I am looking forward to this "different feel" you claim to have, and I hope you do have it.
0
@Ranakastrasz: Go To fix the flickering/full recharging all the time...
In effect, if the target is within range of the shield generator, it applies the shield buff if the unit doesn't have it already. The shield buff will remain on the target as long as they are within range of the Shield Generator. The shield buff will not be constantly reapplied, refilling them or causing the flickering of your aura model/actor.
0
Just a reminder for everyone, it's always a good idea to double check your events+ with a fine comb.
Problem solved, was using an improper actor Event to setup the Texture, IE
Should be something closer along the lines of
Many other possibilities
0
Just an update post of a new "uber" unit I am currently working on in spare time. I use Texture Select By ID on EVERYTHING that makes a difference for this unit. From glows, "shockwave" effects, particles, you name it, I change it with just TSBID.
Here's a preview, of what you can do, above and beyond just changing a skin's diffuse/emissive/specular.
There is no "SetTint" actor events used at all.
And no, the Uber is not the selected Sentry :)
Also, right click and select view image to see it full size.
0
@Kabelkorven: Go
Hmm, there could be any number of reasons for that error... are you applying the same texture more than once?
There are MANY error codes for Actor errors. In the end, however, at least it works, with a slight, minor annoyance no doubt.
Are you able or willing to post the map? I would gladly take a look at the actor for you and trouble shoot the error.
0
This is found in the Edit Advanced Data -> Gameplay Data section. Simply modify the Acquire Leash Radius(default 21). 500 would make it cross map.
HOWEVER, since this modifies the default, it will change every unit's chase distance.
If you only want certain units to have larger amounts of chase distance, you could add a behavior to the unit, that has a damage response giving the AI unit an Attack Order to specified target(would likely have to be repetitive, because if it reaches it's target, it would then "leash" to that spot, and would require another Damage Response... I hope you understand this last part, haha)
You could also apply a behavior on the unit at the same time that counts down, and on expiry, orders the AI unit to stop.
Possibilities...
0
Oh. I have nothing to do with the signature, haha. That is someone else. There's a post I believe in Off Topic about it. You are free to make your own build and use the sig-maker.
Also, you are free to use the tutorial as much as you like.
Hmm?? How does that make any sense?
0
@Kueken531: Go
Well, it didn't take too much time, From first posting to final edit, it took about 25 minutes or so. It was just realizing that the Warp In visual also includes the unit that made me go "Oh right".
I had noticed that previously, but it didn't dawn on me at first.
0
@LunaticGirge: Go
Use the Apply Behavior effect on the ability. Target as Caster or Source if it is an Instant ability, Target as Target if it's a targetable ability. Specify the behavior you want added?
What do you mean "Tax" my models/textures/icons ? I've never created a single icon, model, or texture in my life. Do you mean take/use?? I realize english is probably not(though I may be wrong?) your first language so... :)
0
I don't understand what the problem is?? Here's an attached map, with a reaper with 75% bonus speed.
I made marine and reaper base move speed 1.
I gave the reaper a behavior, buff type, modified Behavior: Modification+ field, Movement tab, Movement Speed multiplier to 1.75.
Works perfectly in game. 2 second edit.
Map uploaded.
0
Very odd.... I just tried it with marines and I'm having no problems. Preplaced or popping from the barracks.
I'll download that texture and see if I can get the vray to work...
EDIT:: Very odd... I tried the same exact thing with the void ray but when it comes out of the stargate, it's still silver...
EDIT2:: SOLVED!!!!!!!!
OK. So because the VoidRay gets WARPED IN from the warpgate FIRST, what you basically need to do, is create the Diffuse Texture(main.diffuse) and Specular Texture(main.specular) as normal.
For the models, add the SAME declarations to the "Void Ray" AND "Void Ray Warp In Stargate" models. They both have the same texture paths (VoidRay_Diffuse & VoidRay_Specular). Make sure that both of those models' Texture Declarations+ fields are identical. So, you can basically setup the Void Ray, and then just copy/paste the entire Declarations+ to the Warp In Stargate model.
Then, just add to the "Void Ray Warp In Stargate" actor, Actor Creation -> Texture SelectByID Diffuse/Specular(aswell as to the Void Ray actor).
It then works fully in game.
I would imagine if you wanted to swap textures on any Protoss Unit that is warpable, that you would have to do the same to their warpin models if you plan to be able to build them aswell and keep the texture.
And... attached the file, just for the sake of it.
You will notice that I use different paths for the textures due to testing, before I realised the thing about the warpin. But yes, it works eitherway.