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    posted a message on How to use the new miss chance system when attacking units on higher cliffs in patch 5.0?

    Hello, I am trying to figure out how the new miss chance system works that Blizzard added to the editor.

     

    They write in the description of the patch notes: "Ground units attacking targets on higher cliff levels can also have a bonus miss chance, which can be modified in Game Data."

    I check damage effects, weapons, behaviors, but I can not find any fields that enables me to modify the miss chance when shooting uphill.

    Anyone knows?

    Posted in: Data
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    posted a message on New editor version !! ojOjojOjojo

    Hooray! Many great changes! I am not sure I dare to open the editor now since my mod will crash, it has happened before :O

    Has anyone experienced any issues?

    Posted in: General Chat
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    posted a message on (SOLVED) [Model] Unit becomes unboxable when model is changed, or its hitbox becomes tiny

    Create a new Actor with Model Addition and a new Model type CModel.

     

    Go to Events of your new Actor and add Unit.Birth (Your unit) and Create.

    Go to your new Model and add HitTestSphere.m3 in the Model field.

     

    Your unit should now be selectable ingame. Let me know if you need pictures/screen shots.

    Posted in: Data
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    posted a message on Why is 1 less damage dealt? SO STRANGE!!

    Hello,

    I have a unit with 200 hp. I have another unit that deals 100 damage per attack.

    I give the unit with 200 hp a buff with Modify Fraction set 0.9. The other unit attacks it and deals 90 damage. Perfect!

    I change Modify Fraction set to 0.8. That other unit attacks it and now it deals 81 damage. What??

    I change Modify Fraction set to 0.7. That other unit attacks it and now it deals 70 damage. Good!

    I change Modify Fraction set to 0.6. That other unit attacks it and now it deals 61 damage. WHAAT??

     

    Why is the damage dealt 81 and 61? It should be 80 and 60... It is so strange O_o

     

     

    Posted in: Data
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    posted a message on How to make a model on top of another model rotate?

    I have attached a model on top of the Barracks.

    When the Barracks gets a specific buff, I want the model on top to start rotating for as long as the buff is there.

     

    Any ideas how to make that work?

    Posted in: Data
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    posted a message on Looking for a model maker to create a Zerg structure (Paid job)

    Hello everyone,

    I have created this Zerg structure in the editor: https://imgur.com/a/JhlLUfu

    I have just combined two Hatcheries and rotated them and placed them next to each other. But I would like it to be a real model with a basic birth animation, some kind of basic death animation, attachment points, an icon and wireframe.

    If you are interested, PM me and we can discuss the payment!

    Posted in: Artist Tavern
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    posted a message on How to make an ability that orders the caster to go to a specific location?

    Hello, this should be easy, but I can not get it to work...

     

    I want an ability on a unit. When it uses the ability, it has to click on a structure. The unit will move very fast to that structure. It does not obey other orders until it has reached its destination or the structure is destroyed. If possible, the ability can be canceled.

     

    Any ideas how to approach this ability?

     

     

    Posted in: Data
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    posted a message on How to show progress above a unit when it channels an ability?

    I have an ability that channels a periodic effect for 10 seconds. When I go to the ability, I click "Show progress" and there I select "Channel".

     

    When the unit starts to channel the ability, a progress bar appears above the unit but it is not moving. It only stays at 0. No progress happens.

     

    Any idea how to make a progress bar appear above a unit when it channels a spell?

    Posted in: Data
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    posted a message on How to set a maximum amount of resources players can have?

    Thanks! :)

    Posted in: Data
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    posted a message on How to make an instant ability ONLY cast if there are structures nearby?

    I have an Instant ability on a structure. When I click on it, all nearby structures get a buff.

     

    I want the ability to ONLY be used if there are other structures nearby. It is so lame if a player accidently clicks to cast the spell and there are no structures near, so it has no effect.

     

    Any idea how to check if there are nearby structures?

    Posted in: Data
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    posted a message on How to make dead units increase the stats of all other units on the battlefield?

    Thank you! I found a solution based on the Modify Player effect

    Posted in: Data
  • 0

    posted a message on How to make dead units increase the stats of all other units on the battlefield?

    Hello,


    whenever a unit dies, all other units that player control will gain increased stats permanently.

     

    For example, 3 minutes into the game, 12 units have died for player A. This means that all other units player A controls would get for example +12 armor. 5 minutes into the game, 24 units have died. Now player A units gain +24 armor.

     

    Any ideas how to build this?

    The only way I can think of is that whenever a unit dies, it spawns an invisible dummy unit on the battlefield with a search effect that adds a buff to all other units. But I think that will lag because there will be a lot of units that die. Is there any other way?

    Posted in: Data
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    posted a message on How to make Parasite spell from BW that changes color of Wireframe?

    Thanks

    Posted in: Data
  • 0

    posted a message on How to make Parasite spell from BW that changes color of Wireframe?

    Hello,

     

    in Brood War the Queen has a spell called Parasite. When you cast it on an enemy unit, you gain vision of it and the color of the wireframe changes. Can the color of the wireframe be changed in the SC2 editor? I can't find out how

    Posted in: Data
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    posted a message on Spawn unit at fixed positions?

    Hello,

    I have an ability that targets a structure. When it does, 4 units are spawned, each at every side of the structure. See picture below.

     

    I use persistent effects to determine the positions via offsets, but no units are created at those locations. Since the spell targets a structure, I think the persistent effect can not determine the positions on the ground where the units will be spawned? If the spell targets a point, then it works better.

     

    Any idea how to come around this?

    Posted in: Data
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