Here's an example of how to add a photon cannon blast to a high templar:
1: Open the Data Editor.
2: Select the High Templar from the Units list.
3: Add the Attack ability to the High Templar's Ability list.
4: For some units/buildings, you're going to have to add a button for the Attack ability to its Command Card. The High Templar already has this button, so we can skip this step.
5: In the Combat - Weapons field, add Phase Cannon - Photon Cannon.
You're done!
To raise the weapon from the ground to fire from, say, his head, you would do the following:
1: Go to your weapon's actor (in our case, Photon Cannon Attack).
2: In the Target - Launch Site Ops, add SOpAttachHead.
To play an animation upon attack (if your unit doesn't already do this), you would have to go to your unit's actor (in our case, High Templar), and do the following (note that you wouldn't normally need to do this unless you're starting from scratch):
In our High Templar actor, you would go to Events and add:
If all you want to do is raise the firing location, just do the following:
Open the Object Editor.
Go to your unit.
Select your weapon's primary actor (in your case, Stalker Attack).
Under the category Target - Launch Site Ops, add SOpHigherBy5 (or 3, if you want).
And you're done!
Feel free to shoot me a PM if you have further questions.
To import them to another map, copy the variables first (the things in the left box that have the X= image), and the triggers second.
Just keep in mind that this is not an AI - it will not build new units or anything like that.
Once a player is defeated (you know, once the 'you lose' screen appears), only then will player 11 move on to the next target. If you want this changed, shoot me a PM.
Since I didn't know when you wanted this trigger to fire, I set it to occur as soon as the map begins.
If you have questions or want something changed, feel free to shoot me a PM.
This will make any unit owned by player 15 (or any player you want) to attack any unit owned by player 1 (or any player you want) that enters the "Death Region," and make them stop when said unit leaves the region.
You cannot earn Blizzard-created achievements in non-Blizzard maps, but you can earn custom achievements (that won't be tracked anywhere) if you so desire.
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I've always been partial to ships, and this is some absolutely fantastic work, Iskatu.
I would love to see more of these.
Respect.
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Thread resurrection is bad. This was posted in May - 99 days ago.
Regardless, yes, it's possible to import custom portraits for transmission usage.
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Here's an example of how to add a photon cannon blast to a high templar:
You're done!
To raise the weapon from the ground to fire from, say, his head, you would do the following:
To play an animation upon attack (if your unit doesn't already do this), you would have to go to your unit's actor (in our case, High Templar), and do the following (note that you wouldn't normally need to do this unless you're starting from scratch):
In our High Templar actor, you would go to Events and add:
Feel free to shoot me a PM if you have any questions.
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If all you want to do is raise the firing location, just do the following:
Open the Object Editor. Go to your unit. Select your weapon's primary actor (in your case, Stalker Attack). Under the category Target - Launch Site Ops, add SOpHigherBy5 (or 3, if you want).
And you're done!
Feel free to shoot me a PM if you have further questions.
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You shouldn't ever have to replicate a dialog.
Just hide/reshow it. You could also reinitialize your dialog variables if needed.
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Sure thing.
I created the triggers you wanted in a map that can be found here: http://rapidshare.com/files/413453462/Evil_Player.SC2Map
To import them to another map, copy the variables first (the things in the left box that have the X= image), and the triggers second.
Just keep in mind that this is not an AI - it will not build new units or anything like that.
Once a player is defeated (you know, once the 'you lose' screen appears), only then will player 11 move on to the next target. If you want this changed, shoot me a PM.
Since I didn't know when you wanted this trigger to fire, I set it to occur as soon as the map begins.
If you have questions or want something changed, feel free to shoot me a PM.
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As far as I know, you cannot move around abilities in Blizzard's default Command Card UI.
However, it is relatively simple to create your own button UI to accomplish this.
Though I did not create the following UI, it is by far one of the most complete UIs I have seen yet:
Hope this helps.
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Sure thing.
Blizzard likes to hide some of their most useful functions.
Feel free to shoot me a PM anytime if you need any further help. :)
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I've noticed that the editor generates some pretty funky errors if you run it for too long.
Save your map and completely close the editor.
After it's closed, re-open your map.
If it isn't the editor doing something funky (trust me, I've seen it happen a *lot,* shoot me a PM and we'll see what we can do about your error.
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An example of this would be:
Of course, you don't have to do a region or anything like that - I just clicked on the one nearest my mouse.
The first Any (Any units in (Entire map)) is the unit type selection field.
Hope this helps.
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Heyas.
If I'm understanding you correctly, this is what you want:
Trigger One:
Trigger Two:
This will make any unit owned by player 15 (or any player you want) to attack any unit owned by player 1 (or any player you want) that enters the "Death Region," and make them stop when said unit leaves the region.
If this isn't what you want, shoot me a PM.
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You cannot earn Blizzard-created achievements in non-Blizzard maps, but you can earn custom achievements (that won't be tracked anywhere) if you so desire.
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You can always make a custom turret and actor to get a building to attack in the manner you desire.
Feel free to shoot me a PM if you have questions on how to do this.
^_^
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I haven't had that issue before.
Just to be thorough, are you setting the game type to 'custom' in the lobby?
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This isn't the most efficient way to do this, but it's workable.
I need sleep. >_<