True, I have made a moving banshee that will have "Snipers" inside that will attack while it's flying... I still haven't figured out how to stop the button from being gray, even though my units were allowed to attack on the move... Maybe there's a requirement? To make the units that don't attack while moving, you should probably create an 0.1 aura around the transport that switches the type on the weapons to moving and other stuff like that, although I'm not sure it will work, but it's worth a try...
Check if you made any actions that would change alliances at the end of the game or pause all units... Try making the actions to upause all units and copy/paste your actions that set the original alliances, just in case... Otherwise, I don't know what it is...
There must be a glitch with your game, because even in SC2 Melee maps if you are attacking an enemy base, but have not destroyed it and your camera is at the attack scene and the last enemy player leaves, your units will continue to attack the remaining enemy structures...
Well, Blizzard isn't exactly going to give HotS copies to everyone, or am I wrong?
@SoulFilcher: Thanks! I have been working a bit on mine, and I have already done the reaper and tried making the widow mine, but for some reason, after it unburrows, it become untargetable. Thanks to you, I can use yours! Of course, you will get credit. I won't continue working on it that much, as it is still my vacation...
Still not sure what the differnce is between attack speed an cooldown. Please explain, because your example doesn't make sense and then maybe I can help...
Don't know how to fix this, but I know why, and this information should help you. This is not a duplification problem, because I have tried just giving any unit the original weapon and it still does this. The reason why the second "beam" appears is because it is the part when a void ray opens up and has those little four beams channel from it into a crystal that makes the big beam. Since marine has no things for the little beams to come out of, they become an impact. The solution is not in the impact, rather the part where the beam originates from. Try looking there, although I've never tried fixing this.
This is the incorrect forum for posting this question, please post in one of the other forums in the future, depending on what your question is, such as data, triggers, galaxy scripting, ai development, cinematic creation, melee development, terrain, or artists' tavern.
So in my campaign, there are infested terrans, and I placed down some infested buildings. However, they don't look infested in the editor, or in the game. Only the infested missile turret does. Is this a bug, or am I not doing something correctly?
I do not know how to do anything with AI, but anyways, you are in the incorrect forum for asking this question. You should post this under the trigger forum, and it will get more responses than if you post it here.
Not sure why so many people don't know how to do this, but here we go... This is a tutorial on how to make the camera follow a non-preplaced unit with triggers.
First, create a global variable for each hero you have, make the type as unit group. My variables will be called Hero 1 and Hero 2. If you are making a new map, delete the 4 actions under the first trigger and then put create hero blah. I won't have unit selection stuff for this, b/c I'm too lazy, but you basically do the same thing under actions as I do. Then do the camera follow unit group action stuff, basically do what I do.
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True, I have made a moving banshee that will have "Snipers" inside that will attack while it's flying... I still haven't figured out how to stop the button from being gray, even though my units were allowed to attack on the move... Maybe there's a requirement? To make the units that don't attack while moving, you should probably create an 0.1 aura around the transport that switches the type on the weapons to moving and other stuff like that, although I'm not sure it will work, but it's worth a try...
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Check if you made any actions that would change alliances at the end of the game or pause all units... Try making the actions to upause all units and copy/paste your actions that set the original alliances, just in case... Otherwise, I don't know what it is...
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That is really iffy... I would suggest using this tutorial instead: Custom Buttons and Dialogs Tutorial
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There must be a glitch with your game, because even in SC2 Melee maps if you are attacking an enemy base, but have not destroyed it and your camera is at the attack scene and the last enemy player leaves, your units will continue to attack the remaining enemy structures...
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THAT WAS FREAKING AWESOME!
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Well, Blizzard isn't exactly going to give HotS copies to everyone, or am I wrong?
@SoulFilcher: Thanks! I have been working a bit on mine, and I have already done the reaper and tried making the widow mine, but for some reason, after it unburrows, it become untargetable. Thanks to you, I can use yours! Of course, you will get credit. I won't continue working on it that much, as it is still my vacation...
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Still not sure what the differnce is between attack speed an cooldown. Please explain, because your example doesn't make sense and then maybe I can help...
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Don't know how to fix this, but I know why, and this information should help you. This is not a duplification problem, because I have tried just giving any unit the original weapon and it still does this. The reason why the second "beam" appears is because it is the part when a void ray opens up and has those little four beams channel from it into a crystal that makes the big beam. Since marine has no things for the little beams to come out of, they become an impact. The solution is not in the impact, rather the part where the beam originates from. Try looking there, although I've never tried fixing this.
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You do realize you necromanced a 2 year old thread?
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Ok, thanks!
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This is the incorrect forum for posting this question, please post in one of the other forums in the future, depending on what your question is, such as data, triggers, galaxy scripting, ai development, cinematic creation, melee development, terrain, or artists' tavern.
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So in my campaign, there are infested terrans, and I placed down some infested buildings. However, they don't look infested in the editor, or in the game. Only the infested missile turret does. Is this a bug, or am I not doing something correctly?
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Well, actually, repost in AI development, I thought u were talking about triggers because you started asking if you could do stuff with triggers...
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I do not know how to do anything with AI, but anyways, you are in the incorrect forum for asking this question. You should post this under the trigger forum, and it will get more responses than if you post it here.
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Not sure why so many people don't know how to do this, but here we go... This is a tutorial on how to make the camera follow a non-preplaced unit with triggers.
First, create a global variable for each hero you have, make the type as unit group. My variables will be called Hero 1 and Hero 2. If you are making a new map, delete the 4 actions under the first trigger and then put create hero blah. I won't have unit selection stuff for this, b/c I'm too lazy, but you basically do the same thing under actions as I do. Then do the camera follow unit group action stuff, basically do what I do.
The End. Yes, it was simple. Good day!