Hello, My marine has the mover set to ground, I have no pathing (I have the "no pathing" painted, not just no pathing period) painted on the cliff, I have 1by1 building blockers on the cliff...
Nothing is stopping my marine from traversing cliffs! Please help!
Try through triggers giving them the infernal pre-igniter upgrade when the game starts. I've done upgrades thru that b4.
Hope I could help!
EDIT: Oh wait... you want hellion to be normal and duplicate to be blue flame... try adjusting the upgrade to affect the duplicate only, then run the trigger.
Ok, I'm just going to call mine Nacht Der Untoten (Night of the Undead in German). That was the name of the map in the game. Also, what do you mean "do it with doodads"?
Hello,
I am creating a building for my Nazi Zombie-Type game. I have the actual ground as the lowest setting and the unit scaled up to make the person a decent size, and then I have tall cliffs for the walls. But, for the barriers (If anyone has played Nazi Zombies you know what I mean) I need a hole in the side of my cliffs like a window. Is there anyway to achieve this?
Did you duplicate the minerals exhaustion behavior thingy to get the gas one or did you create a new one from scratch? If you made one from scratch, try duplicating the mineral behavior. But, I'm only a beginner(ish) too, so I can't help you much.
Actions: Tell (Triggering unit) to ((put either here attack if you want them to attack your target, or move if you want them to truly suicide) targeting 'Attacking unit'(replace existing orders)
I'm doing this from memory, so if these triggers don't exist, I'm to blame.
If that doesn't work, I can't help you. Sorry!
I have been tweaking the reaper around a bit, and given it an ability called jump, which is basically a morph between a normal reaper and a reaper higher up in the air that can attack air. The damage is working beautifully, along with the animation from the morph, but when either reaper attacks, the animation doesn't play right. The ground reaper does the animation correctly, but no sound comes out. The air reaper has the sound and the flash working, but the animation doesn't play. Could anyone help me out? I was thinking about simplifying both attack actors into 1 attack actor, but the attack actor can only support 1 effect.
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Hello, My marine has the mover set to ground, I have no pathing (I have the "no pathing" painted, not just no pathing period) painted on the cliff, I have 1by1 building blockers on the cliff...
Nothing is stopping my marine from traversing cliffs! Please help!
0
Try through triggers giving them the infernal pre-igniter upgrade when the game starts. I've done upgrades thru that b4.
Hope I could help!
EDIT: Oh wait... you want hellion to be normal and duplicate to be blue flame... try adjusting the upgrade to affect the duplicate only, then run the trigger.
0
Ok, I'm just going to call mine Nacht Der Untoten (Night of the Undead in German). That was the name of the map in the game. Also, what do you mean "do it with doodads"?
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Also, set the tumors to be invulnerable. That does it too
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Hello, I am creating a building for my Nazi Zombie-Type game. I have the actual ground as the lowest setting and the unit scaled up to make the person a decent size, and then I have tall cliffs for the walls. But, for the barriers (If anyone has played Nazi Zombies you know what I mean) I need a hole in the side of my cliffs like a window. Is there anyway to achieve this?
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Actually, You could have the basic cliff level be negative. That would allow 4 levels I think.
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Did you duplicate the minerals exhaustion behavior thingy to get the gas one or did you create a new one from scratch? If you made one from scratch, try duplicating the mineral behavior. But, I'm only a beginner(ish) too, so I can't help you much.
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Try this:
Events: Any unit is attacked
Conditions: Attacked unit == 'Drone"
Actions: Tell (Triggering unit) to ((put either here attack if you want them to attack your target, or move if you want them to truly suicide) targeting 'Attacking unit'(replace existing orders)
I'm doing this from memory, so if these triggers don't exist, I'm to blame. If that doesn't work, I can't help you. Sorry!
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In the data field 'turrets', find the auto turret. Turrets allow units to turn to attack.
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Thank you! It worked! I love you (on second thought, maybe not :P. I'll just say I love the solution).
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12 arbiters,
11 science vessels,
10 ultralisks,
9 battlecruisers,
8 archons burning,
7 zerglings swarming,
6 zealots fighting,
5 NEWBORN QUEEEEEEENS!
4 hydralisks,
3 marines,
2 terran wraiths, AND A BRAND NEW SCV!
(Hey, who spiked the eggnog?)
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lol Thank you :D ... And yes that is the problem. Ground reaper has no sound, Air reaper has no animation.
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bump again. =/
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bump
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I have been tweaking the reaper around a bit, and given it an ability called jump, which is basically a morph between a normal reaper and a reaper higher up in the air that can attack air. The damage is working beautifully, along with the animation from the morph, but when either reaper attacks, the animation doesn't play right. The ground reaper does the animation correctly, but no sound comes out. The air reaper has the sound and the flash working, but the animation doesn't play. Could anyone help me out? I was thinking about simplifying both attack actors into 1 attack actor, but the attack actor can only support 1 effect.