You can attach it directly to your post with the attachment paperclip (you can only attach to a post or PM after it has already been posted for some reason)
I'll get to your map after I get home and get some pizza.
In the starcraft 2 map editor all build times are found in the abilities used to make them and not on the units. In the ability you should be able to see INFO and by double clicking on it see the list of buildings. When you click on the buildings in there you will see build time listed near the bottom. You can even set cost and requirements in that area.
It sounds like the ability in the command button should have the requirement of [Use] Not (Behavior in progress or better). You could probably run the ability without charges this way but still limit to 1.
I've looked the frenzy ability through several times and even reproduced the ability with new behaviors and effects, but I can't rid the tool tip of the text "[Level 1]" following the hot key. Does anyone know what the problem is?
Problems solved. Each had a different solution: Copied the Archon actor to replace the leviathan actor, changed the place and construct models to mutalisk egg, and queued the birth/stand animations through events. For the Voiderling I just screed up on the creation event.
I'm having trouble with my Mutalisk -> Morph to Leviathan ability and my Corruptor -> Morph to Voiderling Ability. The Mutalisk morph creates a blank actor that permanently attaches itself to the Leviathan and the egg bursts too early. The Voiderling model is shown during the egg phase in the Corruptor morph ability. Does anyone know what the problem could be?
I attached a disruptor to the head of a probe in order to use it as a turret that follows the camera angle which works fine, but whenever the probe moves the disruptor angle snaps back to that of the probe. Does any1 know how to stop this rotation transfer?
I'm kind of wondering if a dummy camera could capture the mouse look for you. Say you want player 1's look- you'd have a camera follow system set up in first person mode from the first unused player. Say: player 5 follows player 1 etc.
Nvm. You'd still need values to rotate his camera with.
I'm hoping maybe with some1's custom script perhaps mouse position X,Y as Real.
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Thanks, I shall take a look.
That's it alright
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You can attach it directly to your post with the attachment paperclip (you can only attach to a post or PM after it has already been posted for some reason)
I'll get to your map after I get home and get some pizza.
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Maybe I could look the map over if you link it here
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You can do this by adding a behavior that inhibits the move ability to the unit.
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In the starcraft 2 map editor all build times are found in the abilities used to make them and not on the units. In the ability you should be able to see INFO and by double clicking on it see the list of buildings. When you click on the buildings in there you will see build time listed near the bottom. You can even set cost and requirements in that area.
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It sounds like the ability in the command button should have the requirement of [Use] Not (Behavior in progress or better). You could probably run the ability without charges this way but still limit to 1.
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I've looked the frenzy ability through several times and even reproduced the ability with new behaviors and effects, but I can't rid the tool tip of the text "[Level 1]" following the hot key. Does anyone know what the problem is?
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Problems solved. Each had a different solution: Copied the Archon actor to replace the leviathan actor, changed the place and construct models to mutalisk egg, and queued the birth/stand animations through events. For the Voiderling I just screed up on the creation event.
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I'm having trouble with my Mutalisk -> Morph to Leviathan ability and my Corruptor -> Morph to Voiderling Ability. The Mutalisk morph creates a blank actor that permanently attaches itself to the Leviathan and the egg bursts too early. The Voiderling model is shown during the egg phase in the Corruptor morph ability. Does anyone know what the problem could be?
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Okay, it's setting player race in game variants that causes this error.
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@BrotherLaz: Go
2 of my maps are down too :( and 1 of them is my big project which I just completed after 3 months of work.
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I attached a disruptor to the head of a probe in order to use it as a turret that follows the camera angle which works fine, but whenever the probe moves the disruptor angle snaps back to that of the probe. Does any1 know how to stop this rotation transfer?
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I'm kind of wondering if a dummy camera could capture the mouse look for you. Say you want player 1's look- you'd have a camera follow system set up in first person mode from the first unused player. Say: player 5 follows player 1 etc.
Nvm. You'd still need values to rotate his camera with.
I'm hoping maybe with some1's custom script perhaps mouse position X,Y as Real.
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I have absolutely no plan to ever! I also feel it best to pretend this new game doesn't exists.
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I really don't like the looks of the new game. TM 1-3 were really good. 4 and black were so so.
In any case, I'm gonna throw a map update in soon. - weapons should work better and I'm gonna dump the leader board system for a dialog system.