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    posted a message on Air units and flying in a single direction

    I will upload my map in progress. For my 2 specific air units, the bomber and the scout, their weapon Allowed Movement is already set to Move. They behave 99% exactly how I want already.

    However.

    When I  right-click/Move to a point on the map, I want the unit to not stop moving at the point that I clicked. Like, I want the Move command to be repeatedly given in the direction the unit is facing *until* I give that unit a new Move order, or I shift+Move to keep it contained in a "pattern."

    A real life airplane does not float over its target stationary, they need continuous movement. I am trying to emulate that movement with these 2 units. I want them to specifically behave different than the other units in my map.

    Posted in: Triggers
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    posted a message on Air units and flying in a single direction

    Assume the face of a clock. If I have selected an air unit and I click at it's 3 o'clock position, I want that unit to continuously fly in that direction instead of stopping at the way point where I clicked. I feel like this would be easier done via triggers via "ignore orders" or something similar, but I don't do/know triggers very well. There might also be a certain type of "Mover" that I am unaware of that does this already.

    If I want the unit to fly to a destination and I want it to hang around that general area until I need it again, I am ok with shift-move to make it fly a pattern via queing its movement.

    So, I want it to keep flying in the same direction once it executes it's last given "move" command and has not been given another command (this is so it can be shift-move qued)

     

    The idea is I have a custom "bomber" with a long weapon cooldown with Only Fire While Attacking and Only Fire at Attack Target unchecked. Meaning, as soon as my bomber flys over an acceptable target it just drops its bombs automatically. It doesn't even have an "Attack" button. After this bomber flys over the unit it just attacked, I want it to keep moving in the direction I clicked instead of hovering in place waiting for its 10 second weapon cooldown to expire so it can attack again.

    Posted in: Triggers
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    posted a message on How to make a single Marine that is made up of multiple marines

    The simple fix to this was to create a Carrier-type unit with a Marine model who spews out Marine "Interceptors" set to "External" and then in the Actors for the "Interceptors" to make sure HP bars etc were hidden via flags

    Posted in: Miscellaneous Development
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    posted a message on External Carrier units Load/Unload

    I have a carrier-type unit that keeps it's units External (instead of "inside" the unit) The issue is when the Carrier unit is loaded into another unit (a dropship), the Externally created units just stay on the map and will follow the dropship.

    What is the easiest way to kill off the External units when the main Host unit is in a load/unload cargo?

     

    Posted in: Data
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    posted a message on [SOLVED]Make Carrier Release 20 Interceptors Simultaneously

    In reply to kimgb415:

     I've been paying around with this myself, and I think it's called Periodic Rate Multiplier, OR it's (Target: Marker +) Count [_?_]

    I have edited both of them to 5 to solve this exact issue myself and this works tho I don't know which one is doing the work.

    Posted in: Data
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    posted a message on How to make a single Marine that is made up of multiple marines

    In reply to enokisc2:

     If you say that would work, I am inclined to believe you, but I am still decently bad at the editor. I need a little bit more of an explanation

    Posted in: Miscellaneous Development
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    posted a message on How to make a single Marine that is made up of multiple marines

    If anyone has ever watched/played Halo Wars, infantry units have 4-5 soldiers in a unit, but the unit itself is treated as a single entity. I am making a map that involves huge airships, and for the ground war I want a unit like in Halo Wars. The map is based on scale, so marines are like (0.2) scale, and having 100 (0.2) scale marines, each with its own health bar, each with its own selection circle, just looks ugly. Of course, I could remove all of these indicators, but then I'm left with a bunch of small blobs of color that are hard to see. So, my solution, if doable, is to have a single "Marine" unit, but visually you see anywhere from 5-10 Marines move/attack as a single unit.

    The only way I can think of to make this work is to have an unit that is 4-5 turrets, with each turret being a marine, and I hate building turrets. Any suggestions?

    Posted in: Miscellaneous Development
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    posted a message on Units placed on low ground but spawn in-game in midair

    So basically I lowered the cliff level to the point that it gives you the blue-ish fog. The idea here is that im decreasing the size of every unit to about (0.4) and doing the same to certain tree doodads to create a visually "huge" map. The focus of this map is using this "blue fog" to create a type of air-combat battlefield by having the blue fog simulate an atmosphere, as well as using snow clouds as, well....clouds. I'm trying to force a perspective that make it feel like air combat is actually taking place high off the ground.

    The problem I am having is when I place things like missile turrets or tanks-they sit on the ground in the editor just fine nad when you go to test the map they are suddenly floating in the air. Is there a way to fix this? If units can't sit on such a low ground level, is there anyway to re-create the same blue fog?

    Posted in: Data
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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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