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    posted a message on How do I change the size/radius of Protoss shields? [Partially solved]

    Although it fixes how shields look when a unit gets hit, please note that the solution below is only a workaround because projectiles go through the shield instead of impacting on it. If anyone knows how to get the shields to function properly, please do not hesitate to reply.

    Thanks to Kelv for finding this:

    I found the solution for you and me.

    From sc2mapster forums xenrathe

    Quote: @Etravex: the "selection radius" can be found under the Thor model (not the actor, the model) look for "selection radius"... the default thor selection radius is something like 1.37.

    As for the shields, this took me about an hour to find so I hope you appreciate You'll want to alter the field "Visual Radius" underneath the thor's model (again not the actor, the model). For a 0.5 scaled Thor actor, a visual radius of 5 was a pretty good fit. For me using a 1.5 scaled marine, a radius of .8 worked.

    Posted in: Miscellaneous Development
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    posted a message on How do I change the size/radius of Protoss shields? [Partially solved]

    I noticed after enabling shields on a Marauder that the size of the shield is smaller than the Marauder itself. I want the shield to act like what most Protoss shields do. They are slightly bigger than the unit. However, I can't seem to find the data field for shield size. I tried changing Actors->Shield Impact->Actor Radius (Medium), but from the description, I think the field is for separating unit size. I also don't believe Shield Impact has anything to do with what I want, because turning it off only changed the shield animations that played.

    I also noticed that the shield size is relative to the model size of the unit. Scaling the unit to half its size still yields small shields.

    Does anyone know how to do it?

    Posted in: Miscellaneous Development
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    posted a message on Item to add dmg vs shields

    If I were to tackle this problem, I would try using the Validator IsShieldCapable or HasShields for the attack. If you look at Actor->ShieldImpact, you would see that it has the validator in it. So, I would create a new damage Effect with the validator. Everytime something gets hit by an attack, the Effect checks via validator to see if the unit under fire has shields, then create the damage effect at the unit.

    Posted in: Miscellaneous Development
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