I was able to get the spider mine to unburrow (by turning off the hidden and visible requirements in the spider mine burrow and unburrow ability) when some dark templars run over the mines but they just sit there. When the dts get out of range, the mines reburrow. So it seems its detecting them, but not moving towards the target and then suciding/damage.
A trigger work around you could try is to change ownership of the spider mine to an computer ally with No share vision and just have the detector behavior on (or include a condition to do this only when it has acquired a cloak unit.). Also, I didn't see any validators relating to must have sight or exclude cloak units while working on this.
I am sure we're just over looking something simple. Hopefully someone else see it and can call us "noobs" for missing it :)
What about just turning off the visible requirement in the weapon - Vulture - Spider mines. It should be able to target cloak units, without having to see them
Both of your questions are related.
If you look closely at how the Colossus's lance fires, units don't take damage till the lances begin their "sweeps" animation. At this moment, a search area effect for damage is fire for each of the beams: one search from right to left and one left to right. Units are hit twice, because the search area effect cover the same ground, but began and end in the opposite direction.
I have a few units created by a trigger and I would like them to move together to a building's rally point on the map.
Can someone give me some advice on how to accomplish this. Thanks for your help.
Thanks for the reply guys, but it didn't work. I believe it has something to do with the actual model because if I were to keep the flag state the same and replace the interceptor model with the viking one, drag-selecting works.
I been having this issue for some time now. Anyone know how to make it so you can drag-select the interceptor unit? Its an actual unit that I made that uses the interceptor model. I think it has something to do with the model.
1. In the new unit's actor > events you'll need to change the event's that say effect.puishergrenadesLM.start to your new backlash rocket launch. These events will give the unit the Left/Right hand firing animation.
2. Secondly, check out your duplicated marauderattack actor make sure the events are pointing towards ur new missile and the attachment - launch attachment query - methods is properly setup. This field determines where your missile will fire from. For a detail look on how to create missiles and the launch query, go to:
Yep, I haven't done this but, I believe you can actually make the creep texture the default terrain texture! Here is how I would do it: You'll need to first create a new terrain texture: go in the data editor >> "terrain texture" tab and copy and rename a terrain texture, like "Xi Sand". Next, double click on the "texture" field and find: "creep.dds". Feel free to change the editor icon too. With this, you can either make a new texture set or replace one of your terrain textures via the Terrain Editor >> Map >> Map textures.
Ya, I notice if you are replacing your original texture set for the snowy set, the new snow texture can be compromised and looks really bad (maybe b/c its replacing 7 texture instead of the full 8?). A simple work around is just replace them individually.
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@progammer: Go
That clip is use in one of the video monitor doodads. Not the whole clip tho.
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@cinicraft: Go
I was able to get the spider mine to unburrow (by turning off the hidden and visible requirements in the spider mine burrow and unburrow ability) when some dark templars run over the mines but they just sit there. When the dts get out of range, the mines reburrow. So it seems its detecting them, but not moving towards the target and then suciding/damage.
A trigger work around you could try is to change ownership of the spider mine to an computer ally with No share vision and just have the detector behavior on (or include a condition to do this only when it has acquired a cloak unit.). Also, I didn't see any validators relating to must have sight or exclude cloak units while working on this.
I am sure we're just over looking something simple. Hopefully someone else see it and can call us "noobs" for missing it :)
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@cinicraft: Go
What about just turning off the visible requirement in the weapon - Vulture - Spider mines. It should be able to target cloak units, without having to see them
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@fllwr: Go
Both of your questions are related. If you look closely at how the Colossus's lance fires, units don't take damage till the lances begin their "sweeps" animation. At this moment, a search area effect for damage is fire for each of the beams: one search from right to left and one left to right. Units are hit twice, because the search area effect cover the same ground, but began and end in the opposite direction.
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@ZyphreRZO: Go
Thanks for your help ZyphreRZO!
I appreciate the demo map too.
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Hello,
I have a few units created by a trigger and I would like them to move together to a building's rally point on the map. Can someone give me some advice on how to accomplish this. Thanks for your help.
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@WraithChaser: Go Hey WraithChaser,
you can drag a box around the interceptor model and select it? Did you duplicate the interceptor unit or another and replace the model?
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@progammer: Go
Thanks for the reply guys, but it didn't work. I believe it has something to do with the actual model because if I were to keep the flag state the same and replace the interceptor model with the viking one, drag-selecting works.
Any other suggestions?
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Hey guys,
I been having this issue for some time now. Anyone know how to make it so you can drag-select the interceptor unit? Its an actual unit that I made that uses the interceptor model. I think it has something to do with the model.
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@ajilejay: Go
Go to your weapon's actor (should be actor type action ) and see if you have something listed in the Sound - Launch Assets - Sound field.
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@viridiansky: Go
You probably need to look at 2 things:
1. In the new unit's actor > events you'll need to change the event's that say effect.puishergrenadesLM.start to your new backlash rocket launch. These events will give the unit the Left/Right hand firing animation.
2. Secondly, check out your duplicated marauderattack actor make sure the events are pointing towards ur new missile and the attachment - launch attachment query - methods is properly setup. This field determines where your missile will fire from. For a detail look on how to create missiles and the launch query, go to:
http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html
Hope this helps.
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@Cholzzon: Go It seems the same error issue is discuss a few thread post above yours:
http://forums.sc2mapster.com/development/map-development/4555-validation_working_score_set_screen_fail/#p7
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@sonnert: Go
I think you need to edit your "launch attachment query" for your missile launch's actor. Check out this link:
http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html
The tail end of the post should help you out.
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@InfamousBus: Go
Yep, I haven't done this but, I believe you can actually make the creep texture the default terrain texture! Here is how I would do it: You'll need to first create a new terrain texture: go in the data editor >> "terrain texture" tab and copy and rename a terrain texture, like "Xi Sand". Next, double click on the "texture" field and find: "creep.dds". Feel free to change the editor icon too. With this, you can either make a new texture set or replace one of your terrain textures via the Terrain Editor >> Map >> Map textures.
Hope this works :)
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@Mozared: Go
Ya, I notice if you are replacing your original texture set for the snowy set, the new snow texture can be compromised and looks really bad (maybe b/c its replacing 7 texture instead of the full 8?). A simple work around is just replace them individually.