For all of you who haven't noticed. The Editor Prefix and Editor Suffix of objects from a dependency now appears correctly. I am SO happy with this change and my depended object will not mess up anymore.
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Sep 24, 2011_ForgeUser5980866 posted a message on [Not Question] 1.4 fixed dependency pre- and suffixesPosted in: Data
Sep 19, 2011_ForgeUser5980866 posted a message on Ability that removes a behavior from single target - how to?Posted in: Data
I would use a channel ability for that (like Neural Parasite maybe)
I don't have editor access now. I will answer in more detail later
Sep 18, 2011_ForgeUser5980866 posted a message on Ability that removes a behavior from single target - how to?Posted in: Data
As far as I can tell from that text description, reduce the Range field of your destroy persistent
Sep 8, 2011Posted in: Data
Seems that when a large number of beams is present, beams start to disappear
Again, those direction problems and most bugs are solved if we use immobile buildings (map attached)
Now I have to figure out how to cut all links and power down the grid when a tower dies
There is no pre-made physical beams in the editor (may be someone will make it for us?)
Alternatives include Colossus Beam, Domination Beam, Hunter Seeker Tracking Beam, ......
PS How to view bones with the previewer?
Sep 7, 2011Posted in: Data
Time to input something into this
IMO, a tentacle doesn't fit "Robots", so I used the Void Ray Beam, and I think Domination Beam is also an alternative
Used some Validators to make the beams appear and disappear correctly. Still some bugs. WIP
The infinite range power relay problem is still there, but again, it doesn't matter if we are using buildings
PS Seems that the Search Area interpret 6.5 as a 7, so I increased the power range to 7.
Sep 1, 2011Posted in: Data
Not sure if there is a better way, but this is how I do it
First, save your mod under Program Files > StarCraft II > Mods
Then, create a map, add your mod as a dependency, and save it under Program Files > StarCraft II > Maps
Finally, in the Editor, go to File > Preferences > Test Document. Enter the name of the map (xxx.SC2Map) to the "Default Map" field
Now, you can test the mod locally
Sep 1, 2011Posted in: Data
I've found a bug in that.
If 2 lings has power, they can run off to anywhere and relay power to infinite range as long as they stay in range of each other
But that should be fine as u will be using structures
Aug 31, 2011Posted in: Data
Had some difficulties in the animations, lucky enough to come across the solution by random clicks.
The OP Star Cannon (u all know I tend to make thing OP) and Powerbuilding Armory
Building a Star Cannon requires 5 Siege Tanks to be sacrificed using to Sacrifice ability of the Tanks.
By powerbuilding, you can get an Armory for FREE and in 15 seconds. Requires a Star Cannon in 5 range to provide weaponary
Mar 31, 2011_ForgeUser5980866 posted a message on Weekly Data Exercise #13 - May the force be with you
Jan 28, 2011_ForgeUser5980866 posted a message on Weekly Data Exercise #7 - Boy it's c-c-cold in here!Posted in: Data
Lazy this week. Simple spell that freeze (disable all abils) enemies.
Jan 22, 2011Posted in: Data
You can also use a Modify Unit effect, which I personally thinks is simpler as it need only an effect. A Modify Unit effect has Height and Height Time fields. Height is change in height and Height Time is the time for the unit to rise the specified height.
Dec 31, 2010Posted in: Data
Tried. Doesn't work.
If you want to disable that only for siege tanks in siege mode, find effects Crucio Shock Cannon Blast and Crucio Shock Cannon Directed and change their Effects - Visibility to Hidden
Test map attached.
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