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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
  • 3 Followers
  • 12,751 Total Posts
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  • View DrSuperEvilGamepedia's Profile

    0

    Mar 1, 2020
    DrSuperEvilGamepedia posted a message on Melee Starting Units: Larva

    You modified the start count on the Spawn type behaviour used by the unit?

    Posted in: Triggers
  • View DrSuperEvilGamepedia's Profile

    0

    Mar 1, 2020
    DrSuperEvilGamepedia posted a message on [SOLVED] [Effect] Issue with Magazine -> Create Persistent Unit Recall Into Structure

    Make the dummy weapon of your structure validated that it cannot target fully healed units?

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

    0

    Mar 1, 2020
    DrSuperEvilGamepedia posted a message on Attachment not moving when host attacks

    Not without modifying the model itself.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

    0

    Mar 1, 2020
    DrSuperEvilGamepedia posted a message on Can you change the color of any basic "laser" weaponry?

    You can use Texture Select By ID and Set Tint Color actor event actions to swap the textures and tint them different colours.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

    1.85840244958691

    Mar 1, 2020
    DrSuperEvilGamepedia posted a message on [Solved] Drop-pod ability doesnt transfer behaviors to created units.

    Use a Transfer Behaviour effect to copy the buffs on the old units to the newly created ones before destroying them. Else use a Use Calldown effect to directly unload your units without having to clone them.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

    0

    Mar 1, 2020
    DrSuperEvilGamepedia posted a message on How to make a weapon miss a target.

    You need to use a mover for the missile which uses a driver that is not homing.

    Posted in: General Chat
  • View DrSuperEvilGamepedia's Profile

    0

    Mar 1, 2020
    DrSuperEvilGamepedia posted a message on Problems in playing custom campaign

    It means you need to download the mods and put them in the correct file path.

    Posted in: General Chat
  • View DrSuperEvilGamepedia's Profile

    0

    Mar 1, 2020
    DrSuperEvilGamepedia posted a message on Arcturus Mengsk grey hair?

    Probably part of the texture used for his CC (campaign cinematic) model.

    Posted in: General Chat
  • View DrSuperEvilGamepedia's Profile

    0.950786195629977

    Dec 16, 2019
    DrSuperEvilGamepedia posted a message on Shields without Maximum Shields? (If that makes sense?)

    With triggers you can mod the damage amounts taken and probably use unit custom values instead. Could even link it up to a custom UI layout to show the different stat bars.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

    0

    Dec 16, 2019
    DrSuperEvilGamepedia posted a message on How can I consolidate the co-op mods?

    Under the assets file of the map components there are lines for loading the specific commander mods. Best approach is to copy and paste the XML for the data.

     

    Tip in 2017 the RTC completion demo map has a different version of the mod that stays updated. Also does not need bnet login.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

    0

    Dec 16, 2019
    DrSuperEvilGamepedia posted a message on Removing a weapon effect

    As long as something still references it in that effect it will appear.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

    0

    Dec 14, 2019
    DrSuperEvilGamepedia posted a message on Coop mission Top Bar UI

    In my demo map I used a model for the background to allow for some animations and modifications you cannot do with an image alone. If you have a custom image you could just change the UI layout to use an image instead. Alternatively you can just modify the actors in the demo map and add more Model type actors hosted onto the 1testpanel actor as attachments.

    Posted in: UI Development
  • View DrSuperEvilGamepedia's Profile

    0

    Dec 14, 2019
    DrSuperEvilGamepedia posted a message on How would I make Mineral Fields and Vespene Geysers slowly regenerate?

    You can use Modify Unit effects (Effect: Resource Restore Bonus field) to add resources to a resource patch so you would just need a Buff behaviour with a periodic effect.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

    0

    Dec 14, 2019
    DrSuperEvilGamepedia posted a message on Removing a weapon effect

    The old effect is probably being referenced by the UI: Damage Display Effect field.

    Posted in: Data
  • View DrSuperEvilGamepedia's Profile

    0

    Dec 14, 2019
    DrSuperEvilGamepedia posted a message on Submenu bug

    Have you added anything to the card of the second submenu? You set the sticky flag on the command card?

    Posted in: Data
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