You'll have to bare with me, really new to custom units/animations and such so don't entirely know what your referring to! I understand the persistent effect is part of the ability but how would I go about associating that with a trigger for the actor events?
I created a custom unit and just gave him Raynors rail gun skill, however I found that when the spell was cast the model didn't animate, so I went into his actors events and now I have him casting but the problem is he wont stop!!! I have tried adding the event Abil.RaynorSnipe.SourceCast.Stop - AnimClear but it hasn't seemed to work.
Any help or links to video tutorials would be appreciated!!
So i'm having a problem figuring out why i the orbital command icon in my command center disappears. When i add liberty story dependency, the icon goes missing. How can i get it back without losing story mode and all its functions??
Perfect! adding the story module did exactly what I needed it to do!
However, it looks like when I load in a new module it changes edits I have made to specific units. I changed the size of the Nydus worm (Canal) model and changed the Nexus model as well. Is this an issue because I didn't make duplicates of the Nydus and Nexus? I also noticed that when I search both the nexus and Nydus in my data window ( with "all data" filter ) I don't see a Nydus worm or nexus Libertystory.SC2campaign version of either. Is this too do with how many modules I have turned on? or is it simply because there are no Nexus or Nydus Worms in the story mode? my memory escapse me :P
well i can put firebats onto my map, but i cant have it so that they are trainable AT the barracks. thats my only problem. So you think its a bug issue?? I'll look into finding a fix for it. Thanks alot for your help! :)
Can someone please help me with adding units to lets say a barracks. I would like to be able to train a firebat at my barracks in the map editor. I've seen a tutorial on how to do it, however, when i get to the part where im supposed to select the firebat in the "ability command" selection box, it doesn't show up. I'm in the command card- buttons- abilities command window.
If I have buildings already placed for both player 1 and 2, will the trigger interpret the placed units as "active" ? And do I need to create a trigger that adds players at start of map to active group?
Hey everyone, I'm relatively new to the map editing scene and was looking for some help. Right now I'm working on a 2 player base defense map. Basically the middle is split into two sides, each side is a base for each player, the two sides are joined by a building. if the building is destroyed then both players lose. However, I want to make it so you dont NEED two players.
So my question is can you make a trigger that turns off all the triggers for the second player when only 1 player is in the game? I'm assuming its a sort of condition - hence the title of the thread -
Help is greatly appreciated! and if there is a thread already like this please direct me and sorry for double posting :D
0
You'll have to bare with me, really new to custom units/animations and such so don't entirely know what your referring to! I understand the persistent effect is part of the ability but how would I go about associating that with a trigger for the actor events?
0
Hey guys,
I created a custom unit and just gave him Raynors rail gun skill, however I found that when the spell was cast the model didn't animate, so I went into his actors events and now I have him casting but the problem is he wont stop!!! I have tried adding the event Abil.RaynorSnipe.SourceCast.Stop - AnimClear but it hasn't seemed to work.
Any help or links to video tutorials would be appreciated!!
0
So i'm having a problem figuring out why i the orbital command icon in my command center disappears. When i add liberty story dependency, the icon goes missing. How can i get it back without losing story mode and all its functions??
Help would be appreciated!
Thanks!
0
Awesome, it worked. thanks everyone for the help =)
0
Perfect! adding the story module did exactly what I needed it to do!
However, it looks like when I load in a new module it changes edits I have made to specific units. I changed the size of the Nydus worm (Canal) model and changed the Nexus model as well. Is this an issue because I didn't make duplicates of the Nydus and Nexus? I also noticed that when I search both the nexus and Nydus in my data window ( with "all data" filter ) I don't see a Nydus worm or nexus Libertystory.SC2campaign version of either. Is this too do with how many modules I have turned on? or is it simply because there are no Nexus or Nydus Worms in the story mode? my memory escapse me :P
0
well i can put firebats onto my map, but i cant have it so that they are trainable AT the barracks. thats my only problem. So you think its a bug issue?? I'll look into finding a fix for it. Thanks alot for your help! :)
0
@BumpInTheNight: Go
Well, it looks like I have something missing. I have the dependencies set but my barracks do not offer a firebat option.
What's wrong? :S
0
Can someone please help me with adding units to lets say a barracks. I would like to be able to train a firebat at my barracks in the map editor. I've seen a tutorial on how to do it, however, when i get to the part where im supposed to select the firebat in the "ability command" selection box, it doesn't show up. I'm in the command card- buttons- abilities command window.
Any help or advice would be much appreciated.
Thanks!!!
0
@Ruzial: Go
If I have buildings already placed for both player 1 and 2, will the trigger interpret the placed units as "active" ? And do I need to create a trigger that adds players at start of map to active group?
0
Hey everyone, I'm relatively new to the map editing scene and was looking for some help. Right now I'm working on a 2 player base defense map. Basically the middle is split into two sides, each side is a base for each player, the two sides are joined by a building. if the building is destroyed then both players lose. However, I want to make it so you dont NEED two players.
So my question is can you make a trigger that turns off all the triggers for the second player when only 1 player is in the game? I'm assuming its a sort of condition - hence the title of the thread -
Help is greatly appreciated! and if there is a thread already like this please direct me and sorry for double posting :D