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    posted a message on High Templar - Weapon

    Thanks I figured this out as well, I was excited with me finally achieving success I kept going. I discovered it was under the events tab. However I'm curious as to how you can select a specific animation. I only copied the animation that the High Templar does when he initiates a Psi Storm. Obviously adequate for my needs, but out of curiousity I was wondering how you can choose a specific animation. Some videos I've seen the High Templar has lifted both hands to the sides and looked up, or extends one hand forward. etc. The only way they're labled is "Play Animation AA" or "Play Animation BB" Any ideas?

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    posted a message on High Templar - Weapon

    I edited my original post with a new question, I'd appreciate it if someone could help me out with this new problem. Thanks.

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    posted a message on High Templar - Weapon

    Thanks again everyone, I'm glad this forum is full of supportive individuals instead of the usual trolls I've dealt with at other sites. Thanks Borg Dragon, I didn't realize that was you on the YouTube site.

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    posted a message on High Templar - Weapon

    Ahh, I see. I had a feeling it was something simple. I feel slightly dumb now. Haha, thanks again for all of your replies.

    Posted in: Data
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    posted a message on High Templar - Weapon

    As I've said before there is no weapon slot in the combat area, only those three fields that I mentioned above. I did double check the original High Templar unit in the Data Editor and it's the same situation as expected, considering all I've done with my custom units is copying from the High Templar itself. As far as duplicating an existing unit with a weapon, I am aware of that workaround for I was successful with it before, but it seems like I shouldn't have to do that, considering I've seen other people modify the High Templar Directly. So I know it is possible and I would like to learn how for my information. Make no mistake, I do appreciate your efforts to help.

    Posted in: Data
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    posted a message on High Templar - Weapon

    Thank you for your reply, however I don't fully understand what you're trying to tell me. I did try typing "Combat Weapon" into the search feature in the Data Editor under a variety of fields and nothing showed up. As far as there "Always" being a weapon slot, I'm afraid that's not the case or I would not be asking for help. Under the combat tab all that shows up for a High Templar is Attack Target Priority, Death Reveal Radius, and Kill Experience. Where on these other maps that I've researched as a point of reference DO have a weapon slot, which is why this is confusing to me. As far as the Command Card, I understand that and have already added an attack option but the problem is that I haven't figured out how to attach a weapon to attack with. So when I test my map and tell it to attack something obviously nothing happens.

    Posted in: Data
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    posted a message on High Templar - Weapon

    Hi guys, I'm new to map editing and if this has been asked before, then I apologize but I've tried surfing the web, watching YouTube videos, and searching within this forum and nothing has helped answer my question. I'm trying to give a High Templar a weapon (Like the WDE #9 Challenge) and everyone in that forum already seems to know what they're doing, for the videos they have posted have shown some impressive results, yet there was no tutorial. I've tried downloading the maps and exploring the data editor as to how exactly they attached a weapon to the High Templar but I have had no such luck. When I go to the combat tab on the custom unit I created (based on the High Templar) there is no section for adding weapons like there was for these maps I downloaded as a point of reference. I've also tried adding the attack ability but there is no option to add a specific kind of attack with it. What am I missing here? How do I go about attaching actors, effects, models, and most important of all - Weapons to my custom units? Any help would be much appreciated and thanks in advance.

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    EDIT: My first inquiry has been solved, thanks for the help! A new question arises, and I didn't feel creating a whole new thread was necessary. I figured out how to apply an attack to the High Templar, I used the Psionic Shockwave from the Protoss Archon, however I can't figure out how to apply an attack animation with it. The videos/examples I've seen they've applied some form of animation to complement the attack. I don't know if it would fall under actors, effects, behaviors, or models. Is there anyone who could provide some guidance as to how I could accomplish this? Thanks in advance.

    Posted in: Data
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