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    posted a message on Unload ONE unit from Bunker

    I'm stuck with the issue order effect. By what I read here I thought the Iterate Transport effect would have the passenger unit as its target, so I could use that for the unload order, but it doesn't work. I need to have it inside the effect tree for a targeted ability (used by the transport unit), but it only works if I target one of the passenger units, if I target anything else nothing happens.

    Posted in: Triggers
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    posted a message on So are there no mods, or do they just not care about spam?

    Hey, bots keep this site alive, maybe they will get interested in modding eventually. Maybe they will publish maps about kitchens.

    Posted in: Off-Topic
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    posted a message on [help] Ultralisk double armour

    You can't "upgrade another upgrade" and creating cases for every combination wouldn't be a good approach. Cacho's idea of using behaviors is probably the easiest way.

    Posted in: Data
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    posted a message on How to take doodads model convert to Unit

    You have to import the model (press F9 in the editor) then make a 'model data' entry that uses it. If you need more detailed instructions PM me and I can help.

    Posted in: Data
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    posted a message on How to take doodads model convert to Unit

    Hi, I edited that model to be used as a unit, but I can't tell if it works as intended now as it was done back in 2013. You can download it here, it is in the critter pack. Tell me if it works for you.

    Posted in: Data
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    posted a message on How to play custom maps

    Welcome to mapster! To play downloaded maps you just need to open them in the editor and click "Test Document", it is the green SC2 icon at the end of the menu bar. In case the map uses a mod file place the mod in your SC2 installation folder /mods.

    Posted in: Data
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    posted a message on SC2 Generals - Co-op missions

    @TyaArcade: Go I had to remove HotS melee mod and maps because it emulated HotS ladder during closed beta, so yeah, I know what I'm talking about. Even though they changed their ways during LotV and allowed us to keep the mod published (and even advertised it as an option to people that were not invited to closed beta), I think they wouldn't want to have similar heroes in free maps. Yes, they also said at least once they would ban arcade maps that made the campaign missions available for free (I'm not sure if only one map would be enough, but I doubt it would require an entire campaign).

    Well, this is just a friendly warning.

    Posted in: Team Recruitment
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    posted a message on SC2 Generals - Co-op missions

    You should avoid co-op commanders that require LotV and specially commanders that will cost money in the future, I believe Blizzard would ask you to remove them or simply take down the maps.

    Posted in: Team Recruitment
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    posted a message on SC Expanded: melee mod

    @emsez51: Go I'll have to think about it, for now they will stay as an addition.

    @ExoticcC: Go Changes to Nerazim and purifier buildings are planned, can't say when I'll do that though. All units used by the Tal'darim faction have proper models and textures.

    @FreezingAcidRain: Go What model are you talking about? I meant I wanted to have a nerazim Adept variation, so I will probably edit the Adept model and make it come from the Gateway.

    I don't have plans to include Twilight Archons. HERC grapple works, I think it is only missing the hook visual effect right now.

    Posted in: Map Feedback
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    posted a message on What was on the front page when you found SC2mapster?

    I'm too lazy to check.

    Posted in: General Chat
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    posted a message on New Marauder animation from Legacy of the Void multi

    Check which animation is called in the actor events, make your events like those.

    Posted in: Data
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    posted a message on Ability: Effect - Instant with target

    You can use an Augment type of ability, check the Zealot's Charge.

    Posted in: Data
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    posted a message on SC Expanded: melee mod

    @emsez51: Go The tunnel issue is probably a consequence of changing Zagara's deep tunnel to work like that. And the creep tower placement was not intentional, I have to check it too.

    The swarm queen was not added with a role in mind, and not planned to replace or be used along with standard queens. It needs to be reconsidered, and right now I'd make them replace normal queens. But queens are very cost-effective in terms of HP + healing, the only 2 stats that prevent them from being very powerful army units are the movement out of creep and not morphing from larvae. If swarm queens become a replacement unit they can't be that much more effective without a higher cost. They would need to keep larvae and tumour abilities and they are not supposed to be massed. HP and armored tag can be changed, but probably at the cost of reduced attack damage. I'd never give it a global deep tunnel, the unit is far too useful for how much it costs right now. Imagine if Stalkers had global blink and could heal each other. I am more inclined to make it a replacement with a good healing role and less attack damage (at least vs ground).

    You have too many ideas for a unit that should cost 150 minerals and only requires a spawning pool. If the unit stays as an addition and there's no need to keep larvae and tumours we can discuss other abilities, but as a replacement faster movement and auto-cast healing are more than enough.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @emsez51: Go I will reduce the vanguard damage, but it is not the kind of adjustments I was talking about. What I meant was unfinished things like the Skytalon ability vs ground, Skylord's release interceptor ability, adding an upgrade for Corsairs in place of the Phoenix range upgrade and so on. The list is still very long. People are demanding the Avenger and Blood Hunter, and of course I will have to rework that stupid Avenger ability to balance it.

    Adepts are disabled for Tal'darim right now, I don't think any other tribe will disable it. For Nerazim I'm planning a replacement to bring back the old Soul Hunter/Vindicator unit somehow. Disabling them for factions with Stalkers or Dragoons would mean disabling them for all factions. My division of unit roles is not like the one used in the campaign.

    It still had more broods because I haven't finished those changes yet.

    EDIT: Today's update removed 2 zerg broods, moved a few upgrades around, and added the Creeper. It also fixed Dragoon's Singularity Charge upgrade and a few other things.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @ExoticcC: Go Probably, but it isn't in my priorities list so don't expect them to be added anytime soon.

    @emsez51: Go I'll repeat myself: I did not add the "matrix" texture, blizzard did for their "purifier protoss" upgrade, which I decided to use the same way I used the "dark protoss" upgrade before, but I didn't know that was going to happen. Now if I want to get rid of the effect I need to edit every actor.

    The Vanguard works exactly like it does in the campaign, and yes, it deals a lot of damage.

    Protoss factions are far from complete. Several units still need adjustments to be considered complete, others still need to be decided. What do you mean by zerg broods not being updated?

    Posted in: Map Feedback
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