Can you provide a little more information about what you're trying to do?
If you want a kind of Squad system, you could make a copy of the carrier hanger ability and have two types of units (leader and follower).
Also in the gameplay data you can find the seperation radius of ground and air units, decreasing causes units to overlap, increasing causes units to stay in formation.
Funny.....I was looking for the EXACT same crossover....XPR marine base with the gunner/tychus weapon.....I'm pretty sure that one of the community members has created a weaponless XPR marine and someone else made a Tychus weapon for attachment...check assets?
Instead of triggers you could use data.You can use the Xel'Naga tower as a base to work with (Take control of area). Then create a behavior that uses an effect to modify player resources periodically.
1. Make a duplicate of the Xel'Naga tower (The tower capture ability is the key)
2. Create a new behavior and name it. Add this behavior to the duplicated tower.
3. Create a"modify player" effect . Under resources, add 1 (or any other amount) to minerals.
4. Go to your behavior and add this effect into the "periodic" section.
5. Set behavior period to "1" (or more based on how frequently minerals should be recieved).
Tried asking this on the battle net forums but no luck so here is goes....
Every single time I try to upload an extension mod (update to a newer version) I get an error message "There was a temporary error with your request. Please try again later". This has happened every time I have tried for weeks. There are no errors (error console log) with my mod when I open it. It has already been published previously, so updating shouldn't be an issue.
Does anyone know what could possibly be causing this?
Okay so a mod I am working on has alternative default starting units (alternate nexus, cc, hatchery, etc) and more races (sorta). The problem I am having is the default victory/defeat/reveal conditions only detect the standard Command center, nexus, etc.
So how can I set up a unit (or triggers) to enable more main structures for the reveal condition.
I was just looking for someone who could cut the models in half and attach them together. In terms of format, I thought .m3 was the only choice for mods?
This extension mod focuses on making SC2 a Micro Heavy game. Most building have been removed, the economy has been greatly simplified and many new units have been introduced. The mod is in development, with many aspects still being planned, but an alpha quality release is coming soon.
Screenshots, videos and details on specific characters will be added in time, nothing is final
Characters (Heroes)
The idea is that each race has "Characters". You choose your character at the start of each game. The character you choose dictates your available units and abilities (plus some unique skins). Characters are essentially leaders in BlitzCraft and act as "figure heads" for each player.
Note: Characters are not units. They appear in game as primary structures with their portraits.
Characters in Development (more details on unit compositions and exclusives coming soon):
Protoss:
Artantis - Mix of SC2 (Daelaam) and Campaign units
[Exclusive Units: Shield of Aiur (only 1 can be built)]
Selendis - Mix of SC2 (Daelaam) and Campaign units
Zeratul - Mix of SC2 (Nerazim), Cancelled and Custom units
[Exclusive Units: Soul Hunter, Corsair, Various]
Tassadar - Mix of SC2 (Daelaam), SC1 (Akilae) and Custom units
[Exclusive Units: Preserver, Various]
Fenix - Mix of SC2 (Daelaam) and SC1 (Akilae) units
Nyon - Mix of SC2HotS (Dark/Tal'darim) and Custom units
[Exclusive Units: Tal'darim (dark) skins]
Aldaris - Mix of SC2 (Daelaam), SC1 (Akilae) and Custom units
Lasarra - Mix of SC2 (Daelaam), SC1 (Akilae) and Campaign units
[Exclusive Units: Frigate (HotS shuttle)]
Terran:
Raynor - Mix of SC2, SC1 and Campaign units
[Exclusive Units: Hyperion (only 1 can be built)]
Tychus - Mix of SC2, Custom and Campaign units
[Exclusive Units: Heavy Gunner]
Arcturus Mengsk - Mix of Campaign (Merc) and Custom units
[Exclusive Units: Archangel (only 1 can be built), Various Merc Skins]
Warfield - Mix of SC2 and Campaign units
[Exclusive Units: Gorgon Battlecruisers, Dominion Kill Team Skins]
Nova - Mix of SC2, SC1, Custom and Campaign units
[Exclusive Units: Grizzly Drop Ships (SC Ghost)]
DuGalle - Mix of SC1 and Custom units
[Exclusive Units: Valkyries (BW), various Earth-inspired units (APC, Attack Helicoptor, etc)]
Narud - Mix of SC2 and Campaign units
[Exclusive Units: Advanced Medivac]
Mira Han - Mix of Campaign (Merc) and Custom units
[Exclusive Units: Various Merc skins, Demolisher (super crane)]
Zerg:
Kerrigan - Mix of SC1, SC2, Custom and Campaign (Blue Strains) Units
Stukov - Mix of SC2 (Infested), Left 2 Die, Custom and Campaign (Infested) Units [Exclusive Units: Left 2 Die, Various]
Zurvan - Mix of SC2 (Primal), Custom and Campaign (Primal) Units
[Exclusive Units: Primal Skins, Various Primals]
Zagara - Mix of SC1, SC2, Custom and Campaign (Green Strains) Units
Overmind - Mix of SC1, SC2, and Custom Units
Naktul - Mix of SC1, SC2, and Campaign Units
Abathur - Mix of SC1, SC2, and Campaign Units
Daggoth - Mix of SC1, SC2, Custom and Campaign Units
Primary Structures
Once you select a hero, you start with a primary structure (Nexus, CC and Hatchery for example). These buildings receive minerals and vespene automatically. Workers have been removed. You start with 50 supply (can be upgraded). Each primary can upgrade the mineral rate, vespene rate and supply with 3 upgrades each.
Each primary has "reinforcements" which act like larva. This means all races behave like Zerg in the way units are trained. Primary structures are all armed with weapons to defend themselves (some ground only, others both, but no AA only).
Buildings are built remotely by the primary (much like C&C and other RTS games), however, they can only built within a radius of your primary structure.
Production Structures
Each race has three production structures.
Terran - Barracks, Factory and Starport
Protoss - Gateway, Robotics Facility and Stargate
Zerg - Spawning Pool, Cavern and Spire
These structures only unlock new units at the primary and serve no other purpose. Some characters such as Zeratul will have stylized versions of production structures but their purpose is the same.
Units
There will be 100s of units divided among hero-specific compositions (based on lore). I will be using units from melee, campaign, Left 2 Die, Brood War, as well as many custom additions. For example, Zeratul would have many Nerazim units such as Dark Templar, Stalkers, Void Rays, Soul Hunters (WoL alpha), Dark Archons (Brood War), Corsairs (Brood War) and more...
On top of that, I have re-purposed the hero glow effect from HotS for use with ALL ground units (scales accordingly). I have also adjusted how unit spacing works. Units no longer cluster in the standard SC2 format, but instead spread out in more of a formation (much like Brood War).
Finally, primary structures can turn any unit into a "hero". All this does is allow for that unit to level up, with each level adding health.
Resources
Mineral Fields and Vespene Geisers are instantly removed from maps on game start. Primary structures have automated mineral/vespene income which can be upgraded.
There is a new resource being introduced called Bounty. This resource is earned through killing enemy units and can be spent on Mineral/Vespene/Supply upgrades, certain abilities, creating heroes and for various morphs.
Art, Sound and More
Besides the hundreds of assets showcasing some of the best models from SC2mapster and other sites, I will also be adding some custom textures, icons and various bits of art into the mix.
The soundtrack for BlitzCraft is a combination of SC1 and SC2 melee music played at a higher speed (each adjusted individually for quality) to maintain a similiar feel, while also empowering players to "Blitz".
I do plan on eventually adding in banks and a leaderboard to save stats but this feature will not come until after the release and balancing.
Extension Mod
I would just like to mention it again. This can be played on any melee map, however, it should not be used with any map that has modified data. Also, it should not be used with other mods.
I will eventually be creating 5 map rotation releases (1v1, 2v2, 3v3, 4v4, FFA) on the arcade to act as "leagues". Each league will rotate maps (weekly probably), except for FFA, which will be locked to Abyss.
You're doing everything right, only you're missing a step. Each unit's actor has to have an event (use ability merc ground drop) which plays an animation (model).
0
Can you provide a little more information about what you're trying to do?
If you want a kind of Squad system, you could make a copy of the carrier hanger ability and have two types of units (leader and follower).
Also in the gameplay data you can find the seperation radius of ground and air units, decreasing causes units to overlap, increasing causes units to stay in formation.
0
Funny.....I was looking for the EXACT same crossover....XPR marine base with the gunner/tychus weapon.....I'm pretty sure that one of the community members has created a weaponless XPR marine and someone else made a Tychus weapon for attachment...check assets?
0
Instead of triggers you could use data.You can use the Xel'Naga tower as a base to work with (Take control of area). Then create a behavior that uses an effect to modify player resources periodically.
1. Make a duplicate of the Xel'Naga tower (The tower capture ability is the key)
2. Create a new behavior and name it. Add this behavior to the duplicated tower.
3. Create a"modify player" effect . Under resources, add 1 (or any other amount) to minerals.
4. Go to your behavior and add this effect into the "periodic" section.
5. Set behavior period to "1" (or more based on how frequently minerals should be recieved).
6. Test and modify to your liking
0
Tried asking this on the battle net forums but no luck so here is goes....
Every single time I try to upload an extension mod (update to a newer version) I get an error message "There was a temporary error with your request. Please try again later". This has happened every time I have tried for weeks. There are no errors (error console log) with my mod when I open it. It has already been published previously, so updating shouldn't be an issue.
Does anyone know what could possibly be causing this?
0
Just updated this page with more details.....that and I expect that this mod will be released in a few weeks, as I am getting closer to completing it.
0
Just out of curiosity, how did you alter the game ui/panel to take up a portion of the screen, rather than stretch to the full width?
0
Okay so a mod I am working on has alternative default starting units (alternate nexus, cc, hatchery, etc) and more races (sorta). The problem I am having is the default victory/defeat/reveal conditions only detect the standard Command center, nexus, etc.
So how can I set up a unit (or triggers) to enable more main structures for the reveal condition.
0
@InferiorHarmony7: Go
I was just looking for someone who could cut the models in half and attach them together. In terms of format, I thought .m3 was the only choice for mods?
0
On the unit's data, go to the ui tab and find description
or
go to the button being used for producing the unit
then change the tooltip name to whatever to want.
0
@Metalking1417: Go
Will have more screens in time
0
@Metalking1417: Go
Based on SC2's balance. I'm only adding SC1 units (modified) to fill in the gaps.
0
@Metalking1417: Go
Just out of curiosity, how did your concept turn out? Did you enjoy where it was headed? What do you think I should change?
0
COMING SUMMER 2014
POST UPDATED MAY 21
This extension mod focuses on making SC2 a Micro Heavy game. Most building have been removed, the economy has been greatly simplified and many new units have been introduced. The mod is in development, with many aspects still being planned, but an alpha quality release is coming soon.
Screenshots, videos and details on specific characters will be added in time, nothing is final
Characters (Heroes)
The idea is that each race has "Characters". You choose your character at the start of each game. The character you choose dictates your available units and abilities (plus some unique skins). Characters are essentially leaders in BlitzCraft and act as "figure heads" for each player.
Note: Characters are not units. They appear in game as primary structures with their portraits.
Characters in Development (more details on unit compositions and exclusives coming soon):
Protoss:
Terran:
Zerg:
Primary Structures
Once you select a hero, you start with a primary structure (Nexus, CC and Hatchery for example). These buildings receive minerals and vespene automatically. Workers have been removed. You start with 50 supply (can be upgraded). Each primary can upgrade the mineral rate, vespene rate and supply with 3 upgrades each.
Each primary has "reinforcements" which act like larva. This means all races behave like Zerg in the way units are trained. Primary structures are all armed with weapons to defend themselves (some ground only, others both, but no AA only).
Buildings are built remotely by the primary (much like C&C and other RTS games), however, they can only built within a radius of your primary structure.
Production Structures
Each race has three production structures.
These structures only unlock new units at the primary and serve no other purpose. Some characters such as Zeratul will have stylized versions of production structures but their purpose is the same.
Units
There will be 100s of units divided among hero-specific compositions (based on lore). I will be using units from melee, campaign, Left 2 Die, Brood War, as well as many custom additions. For example, Zeratul would have many Nerazim units such as Dark Templar, Stalkers, Void Rays, Soul Hunters (WoL alpha), Dark Archons (Brood War), Corsairs (Brood War) and more...
On top of that, I have re-purposed the hero glow effect from HotS for use with ALL ground units (scales accordingly). I have also adjusted how unit spacing works. Units no longer cluster in the standard SC2 format, but instead spread out in more of a formation (much like Brood War).
Finally, primary structures can turn any unit into a "hero". All this does is allow for that unit to level up, with each level adding health.
Resources
Mineral Fields and Vespene Geisers are instantly removed from maps on game start. Primary structures have automated mineral/vespene income which can be upgraded.
There is a new resource being introduced called Bounty. This resource is earned through killing enemy units and can be spent on Mineral/Vespene/Supply upgrades, certain abilities, creating heroes and for various morphs.
Art, Sound and More
Besides the hundreds of assets showcasing some of the best models from SC2mapster and other sites, I will also be adding some custom textures, icons and various bits of art into the mix.
The soundtrack for BlitzCraft is a combination of SC1 and SC2 melee music played at a higher speed (each adjusted individually for quality) to maintain a similiar feel, while also empowering players to "Blitz".
I do plan on eventually adding in banks and a leaderboard to save stats but this feature will not come until after the release and balancing.
Extension Mod
I would just like to mention it again. This can be played on any melee map, however, it should not be used with any map that has modified data. Also, it should not be used with other mods.
I will eventually be creating 5 map rotation releases (1v1, 2v2, 3v3, 4v4, FFA) on the arcade to act as "leagues". Each league will rotate maps (weekly probably), except for FFA, which will be locked to Abyss.
0
You're doing everything right, only you're missing a step. Each unit's actor has to have an event (use ability merc ground drop) which plays an animation (model).
0
Sounds great, and easy enough....have you tested it on BN?