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  • DrSuperEvilGamepedia
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  • Member for 10 years, 2 months, and 19 days
    Last active Thu, Dec, 31 2020 08:03:41
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  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on How do I use custom assets packed as sc2mod file?

    You need to go to File>Dependencies and load it into your map. Then save the map and close the editor before opening the map again.

    Posted in: Miscellaneous Development
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on [Solved][Dependencies/Data/UI]

    For your last question: What you want to do is very much doable just considerably more time consuming to make than a barebones menu with linear campaign. Your "menu" would be the hub map that all missions return to on completion and the rooms would be parts of the terrain that the camera is moved to (else do like WOL and have a blank map and create/destroy everything as needed). The credits, resources and unit choices/stats could all be stored in a central bank file shared between all maps in the campaign.

     

    First thing you should focus on is the bank system so that it saves everything correctly and initialises everything correctly on map loading.

    Posted in: Miscellaneous Development
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on 'Can't turn towards target' message with an ability

    Else use a Modify Unit effect to turn the turret.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on [Effect] Transport calldown effect not working

    Not as far as I am aware.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on How to work with modelAdditions in 2020 - Need Help

    Firstly on your goliath core model what attachment points have you added to allow the weapons to be attached at. You then need to make your weapons Model type actors that are hosted on the goliath Unit type actor. I assume the unit type actor is being used to create the weapons so for the hosting you can use the ::Creator system reference on the Model type actors while you will need to set the host site operations for the left and right differently to attach onto the attachment points on your model.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on (Resolved Problem) Cannot Select Buildings While They are Under Construction

    Attach a HitTestSphere model as a Model type actor as an attachment. Some models just lack the properties to be selected.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on Major map issues...

    Considering how many unique unit IDs can be generated what numbers are we talking about here?

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on [Turret] Stop Turret Rotation BRIEFLY After Firing Weapon

    Can destroy the turret actor and create it again later.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on Behavior and Persistent Effect Help

    Definitely need a Create Persistent effect. You could then get the periodic effects to use separate Set effects that are validated for your buff stacks which use the Launch Missile effect of your weapon.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on Making a charge ability also stun

    Apply a Buff behaviour to the unit that has a damage response on attacker which applies your stun buff and removes the damage response buff.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on units fire from the ground

    Most common cause is the Action type actor for the attack failing to be created due to the actor events trying to create it twice at once. This is often caused by people forgetting to specify the Sub Name of the actor event when changing the triggering effect.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    May 22, 2020
    DrSuperEvilGamepedia posted a message on Help with Slow/Stun Resistance Debuff

    For the reduced slow you would need to use stacks of a buff and have the resistance buff reduce the number of slow stacks applied by the attacker. This sort of comparative logic is best done using a requirement and a Player Requirement type validator. For the stun duration there is the (None): Modification - Behavior Category Duration Factor field.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    Mar 13, 2020
    DrSuperEvilGamepedia posted a message on Actors - Show on selected and current subgroup?

    For subgroup selection using triggers to add/remove a buff would be the easiest option since actors only work on the individual basis without attached unit groups.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    Mar 10, 2020
    DrSuperEvilGamepedia posted a message on How to make a behavior interact with other units while distinguishing its owner

    If you have multiple units use the caster history like the liberator weapon.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

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    Mar 9, 2020
    DrSuperEvilGamepedia posted a message on How to make a behavior interact with other units while distinguishing its owner

    Ennumerate Area validator sounds what you want.

    Posted in: Data
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