• 0

    posted a message on A few general Questions

    @EphemeralNight: Go

    1. Actor for your unit, Events +, create event: Actor Creation, Action : Set tint color , change the color to black, (you can also drop the HDR to .1)

    2. In the command card, add a button, Command Type - Submenu

    Posted in: Data
  • 0

    posted a message on How to resize my units

    @NoXiOuSMoB: Go

    OR Under model tab for the unit, check out scale max and scale min, change them to what you want (keep them the same unless you want the size to vary from unit to unit)

    Posted in: Data
  • 0

    posted a message on Nydus Network

    Damnit, Dgh64 beat me to it

    Posted in: Data
  • 0

    posted a message on Nydus Network

    If you look in the build mothership ability, you'll notice "mothership requirements" which limits the number of motherships a player can have. Similarly, you can do this with the nydus network. All you'll need to do is duplicate the mothership requirements, and in the Requirement - Node Link, change fleet beacon to nydus network, and Count Unit Mothership... to Count Unit Nydus Canal. Underneath that u have the number, change that to 1 if you want to be able to only create 2 (or any integer that you want if you want to be able to create more). Go to the ability nydus network - build nydus canal, select mutate into nydus worm, and add the requirement you just made. Should work good.

    Posted in: Data
  • 0

    posted a message on Making units 'obedient' - Any way to do this with data?

    @Ateo88: Go

    This is just off the top of my head, i'll look into it once i get some time

    Reset the default acquire level to offensive. Create a behavior (Duration : -1, Period : .1) which enables your units weapon. Create a remove behavior effect with a validator Caster is Idle or Not in Combat or something of that sort (whatever works, i think idle would be best), put that effect in the behavior. Put the behavior on ur unit and you should be good (make sure its weapons are disabled to start with) I'll let you know if i find something better/simpler (this way should also make your unit attack after moving, because of the validator)

    Posted in: Data
  • 0

    posted a message on Making units 'obedient' - Any way to do this with data?

    @Ateo88: Go

    1. Behavior - Response : change field to no response

    2. Combat - Default Acquire Level : change to None

    For the third I'm not exactly sure, but i hope this works!

    Posted in: Data
  • 0

    posted a message on AoE Damage ability hurts my guy no matter what :/

    I think there's a self flag that you can mark as excluded.

    Posted in: Data
  • 0

    posted a message on Custom Skill Bar

    Hey in my map i'm using a custom skill bar, but the way it looks and is used seems extremely messy. Can anyone post a custom skill bar ui thing that i can use for reference? I'll give credit to you in my map if you so desire.

    Posted in: Triggers
  • 0

    posted a message on Pulling

    @TheAlmaity: Go

    Works fine! It's .05 btw Also you need to add a raise and lower, but i got that Thanks!

    Posted in: Data
  • 0

    posted a message on Pulling

    I've been trying to figure this out for like 4 days now. I'm creating a death grip-esque ability (from the death knights in wow) I got everything set up, but i cant make the caster pull the target towards him. I checked out the apply force tutorial, and i even set the force amount to its negative limit and changed the effect location to caster and everything, but zilch. Can anyone help me out?

    Posted in: Data
  • 0

    posted a message on Dark Archons?

    There's also a premade dark archon model available for use

    Posted in: Artist Tavern
  • 0

    posted a message on Play special effect on unit creation

    Go to the blink out actor in the actor tabs, select it (or duplicate it if you need it for other things), select the Effect.ZeratulBlink.Start (which is the effect for which the actor is created) and change it to : msg type: unit creation source name: shadow clone sub name: Any

    Do the same for the sound actor And your good, i think

    Posted in: Data
  • 0

    posted a message on Mineral requirement?

    @Jamesswart: Go

    wait so its triggers? cuz then you would do something like Event Player gains or loses minerals (or whatever event, a periodic would also work) Actions If Resources player has >= 100 Then Show dialog (your button) Else Hide dialog (your button

    Sorry i dont have the editor on me so i cant be more precise :/

    Posted in: Data
  • 0

    posted a message on Dark Preserver Request

    Hey this is most likely simple (I hope) but i have no idea how to model: can anyone pretty please create a sort of "dark" preserver, as in the glow being green, the armor being dark, and the little glowing circles on the preserver changing to match team color? thanks in advance!

    Posted in: Requests
  • To post a comment, please or register a new account.