Figured out the problem, the missiles were blowing off before it hit the ground because, my casting unit was an air unit and it was using the air unit for a height on when to blow up, thus it was always 2-4 units above the ground, I solved it by changing the ability to a target-effect ability and changing the persistent effect from "Source-unit" to "Target-point".
When my missiles land it doesn't completely hit the floor before going boom, it tends to be 2-4 units high from the floor before blowing up
Is there any way I could fix this?
Wouldn't it be simpler to use a timer to close the remaining dialogs and run the trigger
instead of using a variable matching a value to run the trigger?
hmm this is for some sort of wave thing right?
You could try using The Comparison "Race of player"
Cause I check theres Terran, Protoss, Zerg and Neutral
If that doesn't work, maybe a spectator would have special alliances, and you can check that instead
I fixed it by setting the Colour and Control options (The only 2 I had
changed) in Player Properties and then creating a custom Game Variant
and making sure the same colour is set for each player in there. I
didn't change any race options but I assume they will work similarly.
Appreciate what you did there, but I pretty much got to the same point you did :S
,I also had a problem with autocasting the redirected-nano-repair ability..
So, what I'm going to do now is check out if I can do what TheAlmaity said about validators
I tried that Passenger acquire flag, but it didn't work
So I went a different route, and made a redirect ability (like the bunker redirect stimpack) but instead of using stimpack it uses Nano repair (Science vessel)
and I then gave the SCV the nano repair ability, so now if the scv enters the bunker it'll be able to repair stuff
The problem now is that it's only auto casting the nano repair on units that are both damaged, and are also attacking,
if the unit is only attacking it doesn't auto cast on it, Also it doesn't autocast nano repair on itself even when the bunker is both attacking and damaged
although nano repair does work manually if you selected the bunker.
Any ideas?
I think it could have something to do with validators but I'm stuck onto whereto begin
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For future reference, Problem was solved
http://starcraftsa.co.za/forum/show-pathing-footprint-for-placed-units-t47.html
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Wow that is so awesome !!
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http://forums.sc2mapster.com/resources/art-assets/15865-the-texture-shop-request-icons-and-textures/?page=9#p172
you can find my post which has Raynor (Normal) or Commando Raynor with team colors.
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nice thread you guys got here, so I decided to drop this here
It's Jim Raynor's Commando model with team colors on it
to use, just import the assets folder into your map.
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Figured out the problem, the missiles were blowing off before it hit the ground because, my casting unit was an air unit and it was using the air unit for a height on when to blow up, thus it was always 2-4 units above the ground, I solved it by changing the ability to a target-effect ability and changing the persistent effect from "Source-unit" to "Target-point".
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@Ultimaswc3: Go
Cool, I'll see what I can do , if I still got an issue I'll send a pm your way
Thanks btw
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Good Tutorial you got here, I only have 1 problem
When my missiles land it doesn't completely hit the floor before going boom, it tends to be 2-4 units high from the floor before blowing up Is there any way I could fix this?
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Looks good, thumbs up to you
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Wouldn't it be simpler to use a timer to close the remaining dialogs and run the trigger instead of using a variable matching a value to run the trigger?
hmm this is for some sort of wave thing right?
You could try using The Comparison "Race of player" Cause I check theres Terran, Protoss, Zerg and Neutral
If that doesn't work, maybe a spectator would have special alliances, and you can check that instead
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.dds or .tga
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Thanks this was way helpful
Thank you sir, for your most helpful response
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@yukaboy: Go
Sorry for the late reply
Appreciate what you did there, but I pretty much got to the same point you did :S ,I also had a problem with autocasting the redirected-nano-repair ability..
So, what I'm going to do now is check out if I can do what TheAlmaity said about validators
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Last bump before, I ask about auto casting in a separate thread.
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Bumped for Knowledge!
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I tried that Passenger acquire flag, but it didn't work
So I went a different route, and made a redirect ability (like the bunker redirect stimpack) but instead of using stimpack it uses Nano repair (Science vessel) and I then gave the SCV the nano repair ability, so now if the scv enters the bunker it'll be able to repair stuff
The problem now is that it's only auto casting the nano repair on units that are both damaged, and are also attacking, if the unit is only attacking it doesn't auto cast on it, Also it doesn't autocast nano repair on itself even when the bunker is both attacking and damaged although nano repair does work manually if you selected the bunker.
Any ideas? I think it could have something to do with validators but I'm stuck onto whereto begin
And thanks for the comments thus far.