Latest stop in my expansion of knowledge of the editor has been SiteOps and Attachment points, which brings me to my next question:
Is it possible to add attachment points to doodads?
I've heard people mention that it's possible with 3ds Max (though I'd prefer an alternative if there are any).
So, any ideas?
What I'm trying to do is create a firing tower using the Xel'Naga Obelisk doodad model, that will fire a projectile from the top of the tower.
I'd thought about attaching a shape to the tower's base attachment point (assuming there is one) and using SiteOps to offset the shape to the top of the tower, reduce the shape's scale, give the shape a weapon and create a visual effect that the tower is the thing firing the projectile.
That did it.
Thanks!
Great community.
I plan to participate more in answering questions and providing assistance once I further expand my knowledge of the editor.
I followed a tutorial here on the forums to try and learn more about attachment points and site operations. I created this bunker with an attached turret, but when using my custom turret under the turrets tab, the attached turret does not rotate (idle nor facing). I read through the forums and found where someone said to set the turret in the unit's weapon to Auto-Turret. After doing this, the attached turret does spin while idle, but when it attacks it's acting like the barrel of the turret is on its side. That is, the side of the turret is facing the target, and it's shooting from the side.
From what I've read, it sounds like the custom turret under the turrets tab is not linked to the custom actor. If this is the problem, how do I link the two?
The attached map has the custom turret set as the bunker's weapon, not the auto turret.
Currently in SC2 maps the default keys for panning the camera are the arrow keys (Up, Down, Left, Right). I want my custom game to use WASD to pan the camera instead. Seems simple, but damn if I can find anything on it.
For clarification, I want to change WASD to the DEFAULT pan camera controls for anyone playing my custom map.
I would assume I can do this with Photoshop. I'm trying to add a glowing look to the player colors, but I don't know where they are located or how to go about this.
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Latest stop in my expansion of knowledge of the editor has been SiteOps and Attachment points, which brings me to my next question: Is it possible to add attachment points to doodads? I've heard people mention that it's possible with 3ds Max (though I'd prefer an alternative if there are any). So, any ideas?
What I'm trying to do is create a firing tower using the Xel'Naga Obelisk doodad model, that will fire a projectile from the top of the tower. I'd thought about attaching a shape to the tower's base attachment point (assuming there is one) and using SiteOps to offset the shape to the top of the tower, reduce the shape's scale, give the shape a weapon and create a visual effect that the tower is the thing firing the projectile.
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@Builder_Bob: Go
That did it. Thanks! Great community. I plan to participate more in answering questions and providing assistance once I further expand my knowledge of the editor.
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@Builder_Bob: Go
Where is Auto- Turret listed? I can't find anywhere in the Events - Events+ of the Attachment Turret Actor that Auto- Turret is mentioned..
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I followed a tutorial here on the forums to try and learn more about attachment points and site operations. I created this bunker with an attached turret, but when using my custom turret under the turrets tab, the attached turret does not rotate (idle nor facing). I read through the forums and found where someone said to set the turret in the unit's weapon to Auto-Turret. After doing this, the attached turret does spin while idle, but when it attacks it's acting like the barrel of the turret is on its side. That is, the side of the turret is facing the target, and it's shooting from the side. From what I've read, it sounds like the custom turret under the turrets tab is not linked to the custom actor. If this is the problem, how do I link the two?
The attached map has the custom turret set as the bunker's weapon, not the auto turret.
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Bump
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bump
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Anyone?
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Currently in SC2 maps the default keys for panning the camera are the arrow keys (Up, Down, Left, Right). I want my custom game to use WASD to pan the camera instead. Seems simple, but damn if I can find anything on it.
For clarification, I want to change WASD to the DEFAULT pan camera controls for anyone playing my custom map.
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Thanks but by glow I meant..quite literally a glow.. Like this: http://forums.sc2mapster.com/resources/art-assets/9315-released-sarah-kerrigan-ghost/#posts
I'm sure this goes deeper than just Photoshop but, whatever it takes.
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Any fixes on this yet?
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I would assume I can do this with Photoshop. I'm trying to add a glowing look to the player colors, but I don't know where they are located or how to go about this.
What I am trying to do is something very similar to this: http://forums.sc2mapster.com/resources/art-assets/9315-released-sarah-kerrigan-ghost/#posts except with player colors. Any ideas on how to get that glow effect on player colors?
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This is a program for altering SC2 models correct? If so, does it work with animations as well? And are there any tutorials to it out yet? >.>
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Thank you!
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There's nothing that says entering unit to replace triggering unit with the in the trigger.. Or am I misunderstanding what you're saying?
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@obliviron:
It will but what I'm trying to get to work is entering a specified region will add a unit to a unit group.