I've made a duplicate of the photon cannon. weapon and all. changed weapon to be able to attack hidden. changed range to 48.
But when playing, the cannon AI only attack anything in the 8 range.....any reason why? If i'm controlling the cannon I can attack up to 48. but the AI won't
Simple and clear. I tied to put a submenu 3 button for immortal and sentry and no luck. It's faded out in testing. And when I go back to editor. The submenu number it's cleared back to blank
I can only get submenu 3 working for probe so far....... wth?
I followed http://www.sc2mapster.com/forums/resources/tutorials/11028-tutorial-data-misc-how-to-morphing-shapeshifter-druid/ tutorial. and took some advice about looking at the spire actor and baneling to see how it's done. I've tried numerous ways, but I still can't figure out how to put an animation in while the unit is morphing from A to B.
I've try creating a unit kind of like a baneling egg, but modeled it after Archon Merge. ( the energy ball )
Copied and edited events connected to my morphing ability similar from Zerg -> Baneling Cocoon -> Baneling to my Probe -> energyball -> Sentry
but still no luck. Even with the delay of 5 seconds. it just goes from the model probe straight to sentry =[
the filter issue with the voidray mining. The Modify Unit Effect from automated refinery is based on numbers of hits. Each hits create 4 minerals. Is there anyway I can set up an effect that mine minerals as much as a unit damage it?
In Actor of a unit in SC2. I'm trying to get a specific animation play when executing the ability Psi Storm
Msg type : ability
Source name: psi storm
sub name : source cast start
Underneath I have
Animation Play
Animation Properteries*
Now the model I'm using have been exported from WoW model viewer, and in the viewer. The export option allow you to export certain animation only , not the whole model. Those animation can be fly,walk, sprint, extc. In the SC2, the animation property list variations from variation 1 to 99, I'm wondering if I can somehow link each of the animation from WoW model, like CastSpellOmni would be link to Variation 1 in SC2 animation property. That way I can simply change the animation property of the above to variation 1. causing the model to act as if it's castingspellomni in WoW. Any help or suggestion?
I've got the unit to morph into another unit. and the model is all good. how do I make the morphing effect? Like when high templar merge, they create the ball of energy into the archon. I found the model for the merge. But how do I put that model into the ability moprh that I've created?
The unit only show up when I open the left 2 die map with dependencies Left 2 Die.
How do I turn that map into a mod so I can use those units in other maps?
0
I've made a duplicate of the photon cannon. weapon and all. changed weapon to be able to attack hidden. changed range to 48.
But when playing, the cannon AI only attack anything in the 8 range.....any reason why? If i'm controlling the cannon I can attack up to 48. but the AI won't
0
Simple and clear. I tied to put a submenu 3 button for immortal and sentry and no luck. It's faded out in testing. And when I go back to editor. The submenu number it's cleared back to blank I can only get submenu 3 working for probe so far....... wth?
0
I followed http://www.sc2mapster.com/forums/resources/tutorials/11028-tutorial-data-misc-how-to-morphing-shapeshifter-druid/ tutorial. and took some advice about looking at the spire actor and baneling to see how it's done. I've tried numerous ways, but I still can't figure out how to put an animation in while the unit is morphing from A to B. I've try creating a unit kind of like a baneling egg, but modeled it after Archon Merge. ( the energy ball ) Copied and edited events connected to my morphing ability similar from Zerg -> Baneling Cocoon -> Baneling to my Probe -> energyball -> Sentry
but still no luck. Even with the delay of 5 seconds. it just goes from the model probe straight to sentry =[
advice?
0
@DrSuperEvil: Go
the filter issue with the voidray mining. The Modify Unit Effect from automated refinery is based on numbers of hits. Each hits create 4 minerals. Is there anyway I can set up an effect that mine minerals as much as a unit damage it?
0
the race thing work. ty dr super evil~
0
I want to delete the prboes, scv, and drone form starting.
0
In trigger, looking at Melee - Create melee starting units for all players but I don't see any option to change it >.>
0
So I've been using WoW Model Viewer.
In Actor of a unit in SC2. I'm trying to get a specific animation play when executing the ability Psi Storm
Msg type : ability Source name: psi storm sub name : source cast start
Underneath I have
Animation Play Animation Properteries*
Now the model I'm using have been exported from WoW model viewer, and in the viewer. The export option allow you to export certain animation only , not the whole model. Those animation can be fly,walk, sprint, extc. In the SC2, the animation property list variations from variation 1 to 99, I'm wondering if I can somehow link each of the animation from WoW model, like CastSpellOmni would be link to Variation 1 in SC2 animation property. That way I can simply change the animation property of the above to variation 1. causing the model to act as if it's castingspellomni in WoW. Any help or suggestion?
0
I've got the unit to morph into another unit. and the model is all good. how do I make the morphing effect? Like when high templar merge, they create the ball of energy into the archon. I found the model for the merge. But how do I put that model into the ability moprh that I've created?
0
The unit only show up when I open the left 2 die map with dependencies Left 2 Die. How do I turn that map into a mod so I can use those units in other maps?
0
@Operation51: Go
the models and death models are already created by blizzard. It's in the left 2 die game. Idk how to access them.
0
@AMtrane: Go
and is there anyway to download custom created map from other users to see what they did with the data for a specific unit?
0
@Kueken531: Go
No, How do I do that xD
0
@Kueken531: Go
file > dependencies > add others > left 2 die. Download
That's how I did it for liberty campaign and it worked for those units
0
Is there anyway to use those models? some of the creature on there like stank and upgraded brutalisk. I used left 2 die as dependencies and no dice