Using the ::Last Created reference in the target for an actor event action directly after creating it you could force it to use a reference dump actor event action to find most of the information.
Why not just use the Custom Unit Value trigger action? That sets an integer to that specific unit for a specific integer slot. The Abathur Coop commander uses it to cound the biomass stacks.
Seems the sound used by the Squib type actor created by the siege tank impact of the Action type actor for the unit is returning an invalid sound file.
I have found the char clouds is a good noise map. Also for diffuse the sludge and acid death textures look nice. Glad someone finally made a video of how it is done. Although it has been common knowledge for a long time.
Banks are pretty straight forward. You need to open the bank for a specific player (cannot use integer variables from a loop) then you just save/load your variables to and from the bank and remember to close it before ending the map. As long as you use the same bank name between maps the rest is easy.
As the Set Next Map action is single player only there is no point publishing your campaign maps in the arcade.
DM me on the discord if you want a pair of demo maps for a basic proof of concept.
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Default melee triggers disable exp gain.
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Could use a custom portrait UI.
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Apply a SOp(Local Offset) to the Model type actor for the visual.
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Part of the separate Mengsk dependency.
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I would just use a custom skybox as per the tutorial:
https://sc2mapster.gamepedia.com/Tutorials/How_To_Modify_Skyboxes
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Under the SOps used by the model type actor check it has no SOp(Attachment) type site operation.
Do not use the ModelAddition parent. Use a Model Animation One Shot.
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Using the ::Last Created reference in the target for an actor event action directly after creating it you could force it to use a reference dump actor event action to find most of the information.
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Best to do like the Mengsk artillery and use a dummy effect that triggers then use as the centre point for a random placement within the region.
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Why not just use the Custom Unit Value trigger action? That sets an integer to that specific unit for a specific integer slot. The Abathur Coop commander uses it to cound the biomass stacks.
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Seems the sound used by the Squib type actor created by the siege tank impact of the Action type actor for the unit is returning an invalid sound file.
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You can get the map script but the GUI is ruined. You can recreate it by reading the script but it requires you to understand triggers.
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I have found the char clouds is a good noise map. Also for diffuse the sludge and acid death textures look nice. Glad someone finally made a video of how it is done. Although it has been common knowledge for a long time.
The demo map has been available since 2011:
https://www.sc2mapster.com/projects/the-assets-of-evil/files/2497485
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All those panels are set up in the UI Layouts editor.
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Banks are pretty straight forward. You need to open the bank for a specific player (cannot use integer variables from a loop) then you just save/load your variables to and from the bank and remember to close it before ending the map. As long as you use the same bank name between maps the rest is easy.
As the Set Next Map action is single player only there is no point publishing your campaign maps in the arcade.
DM me on the discord if you want a pair of demo maps for a basic proof of concept.
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This triggers or data you talking about?