I've been trying to use the variations+ fields and they don't seem to do anything. I'm going to try to revive this thread because I've searched everywhere and haven't found anything about it. I'm having the same problem as arcticfedaykin - I want some of the variations to appear, but not all of them.
Save it as an sc2components file, then you can move data from your map into a mod by doing the same thing. Search for sc2components to get a more in-depth answer.
It would be helpful if you explained your problem thoroughly with at least readable English. All I can get out of your post is you have an ability on an infestor that makes a behavior, and you want something else.
Incorrect model format, too many polygons (although you'd need a missile with over 5 million vertices to crash the game), too many effects spawned per time. Those are some I can think of.
"Attacks" and "skills" are actually the same thing. They're effects. You can turn any attack into a "spell" easily. Just make an ability that calls that effect.
I also have a map like this. The game itself uses actors to fix some models and textures (at least to a degree) to a user's game settings. Unfortunately, there aren't low-poly models for most units in the previewer. You have two options: Export all the unit models and lower the polygon count by hand, or tell the units to use the lowest quality textures available through actors, which is tedious.
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The only problem with your unit is that banelings would be strictly better.
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I've been trying to use the variations+ fields and they don't seem to do anything. I'm going to try to revive this thread because I've searched everywhere and haven't found anything about it. I'm having the same problem as arcticfedaykin - I want some of the variations to appear, but not all of them.
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In some cases there's an "auto scale factor" as well as the flag. Set that to zero.
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@Terminator8: Go
Save it as an sc2components file, then you can move data from your map into a mod by doing the same thing. Search for sc2components to get a more in-depth answer.
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@DrSuperEvil: Go
Give the persistent effect an extra effect that adds a dummy behavior to everything in it. Then make a validator for having that dummy effect.
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It would be helpful if you explained your problem thoroughly with at least readable English. All I can get out of your post is you have an ability on an infestor that makes a behavior, and you want something else.
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@TheRedDrake: Go
The archon merge model might be a really tiny model, have you tried scaling up the shield model around it?
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I believe the halo color is under Data/Gameplay - UI
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The max sight range seems to be 16, not 32.
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What you changed: Data/Actors/-refinery-/Model
What you should have changed: Data/Models/-refinery-/Model
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@jaxter184: Go
Also, Inner Radius controls collisions with respect to buildings.
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@shocker455: Go
Incorrect model format, too many polygons (although you'd need a missile with over 5 million vertices to crash the game), too many effects spawned per time. Those are some I can think of.
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@HamsterBoo: Go
"Attacks" and "skills" are actually the same thing. They're effects. You can turn any attack into a "spell" easily. Just make an ability that calls that effect.
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Search for the uberlisk tutorial. It uses the tentacle actor and explains how to set it up.
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I also have a map like this. The game itself uses actors to fix some models and textures (at least to a degree) to a user's game settings. Unfortunately, there aren't low-poly models for most units in the previewer. You have two options: Export all the unit models and lower the polygon count by hand, or tell the units to use the lowest quality textures available through actors, which is tedious.