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    posted a message on Can you change the color of any basic "laser" weaponry?

    Basically, I'm making a Star Wars themed map. I am using the Troopers for the Rebels, and Marines for the Empire. The only thing that really bugs me is this-there are a number of "laser" weaponry but they all have the same orange or light blue/white tint to it. 
    For the meantime, I can get by with the Wraith Burst Lasers weapon with decreased cooldown and backswing, and the Warhound Railgun weapon, but it feels "off" when the size of the lasers are so different. Any kind of work-around I can do, besides changing damage and attack cooldown, still doesn't satisfy the Star Wars fantasy I want to create.

    Any help/suggestions, lads? 

    Posted in: Data
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    posted a message on Editor noob-Help with Ghost "Sniper" ability

    It would be so much easier for me if you could just post a simple screen shot of what needs to be changed to make this work. I am not sure if you are wanting me to look under a specific Actor from the actor tab, something from the Ability tab, I just don't know. 

    Posted in: Data
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    posted a message on Editor noob-Help with Ghost "Sniper" ability

    In reply to DrSuperEvilGamepedia:

     Changing everything in those fields does absolutely nothing to change the actual range.

     

    Abilities>Ghost-Sniper>BasicStats:Range>default 10->20

    Actors>GhostSnipeRange>BasicActor:Arc>default 360->720

     

     

     

    Posted in: Data
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    posted a message on Editor noob-Help with Ghost "Sniper" ability

    Hello. I am way too used to the WC3 editor to make a whole lot of sense of the SC2 editor, but I know how to do basics like change weapon attack ranges and damage. However, one thing I cannot seem to do is increasing the range of the Ghost's Sniper/Steady fire ability, and I believe it has something to do with the range indicator that pops up when trying to use said ability. In the editor, Ghost>Abilities>Sniper>Range (20) does absolutely nothing to increase the actual range of the spell.  Google searches for simple change only yields official Patch Notes and discussions related to it.

     

     Basically, I'm creating a challenge scenario where you take a small team of around 10 units and you have to "puzzle" your way through a massive army set in a very detailed life-like city. The idea is for Marauders to take cover in LoS blockers and deal massive damage to Siege Tanks with a very slow attack speed but increased range, marines being your bread and butter, and Ghosts placed strategically in high ground areas to provide effect over-watch so you can literally take 5 units against an army of 100 with minimal loss of life without making your units "Hero" units (ie god-like attack speed, hp, AND damage.) I'm trying to target specific strengths of each unit and expand them while reducing their capabilities elsewhere. I'm trying to make a "pseudo-realistic" scenario.

    Any help would be appreciated.

    Posted in: Data
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