Hokay, There are several questions i have and i can imagine more will come as i work on a map but here they are thus far.
1. i want to make an ability which launches a drone sort of thing in the air. (Thiink of a balloon that has been let go) which can then be controlled like a normal air unit. The problem im having is making it smoothly rise from the casting unit. solved
2. i like the rainbow archon and have wanted to know how to change attack actor colours to match the host colour. Semi- solved wouldnt mind some more info.
3. How would i go about create beams to attach from a unit to a target point. It is a beam that is used for targeting and i would like 3 beams coming from the unit to 3 different locations. Thanks
thats all so far if anything isnt clear enough just say so and il try and explain it better, so Thank you for your time and help =D
You can make a unit smoothly rise via the Modify Unit type of effect; it has a Height and a Height Time, and the Height Time tells it how long it should take to rise to the given height. I'd probably give the drone unit a behavior with this as the initial effect. However, if the drone is made through an Arm Magazine ability, you can skip the behavior and put the Modify Unit effect into the Effect - Launch section of that ability.
Buff behaviours also have the fields for adjusting height over time.
The rainbow archon I beleive was done by series of timers combined with set tint color actions. Could also be done with a series of mutually exclusive buffs which your attack actor could then validate for it's own colour change.
Buff behaviours also have the fields for adjusting height over time.
The rainbow archon I beleive was done by series of timers combined with set tint color actions. Could also be done with a series of mutually exclusive buffs which your attack actor could then validate for it's own colour change.
For the attack actor you should be able to make use of the Inherited Properties to inherit the tint color of the main actor (for attachments this works quite easily; I did not get it to work for attack actors right away, but did not really try hard)
Also change the size of the actor to be a bit bigger over time, and rotate it a bit as well. Then using the same amount of time, use a modify unit effect to change the height of the unit to where you want it. Make sure that the unit is really slow, and actually have a behavior that every .5 seconds or so changes the height a bit, so it looks like it is floating. Air units have animations that have this built in already, but if you are using a ground unit, you are going to need that.
Hokay, There are several questions i have and i can imagine more will come as i work on a map but here they are thus far.
1. i want to make an ability which launches a drone sort of thing in the air. (Thiink of a balloon that has been let go) which can then be controlled like a normal air unit. The problem im having is making it smoothly rise from the casting unit. solved
2. i like the rainbow archon and have wanted to know how to change attack actor colours to match the host colour. Semi- solved wouldnt mind some more info.
3. How would i go about create beams to attach from a unit to a target point. It is a beam that is used for targeting and i would like 3 beams coming from the unit to 3 different locations. Thanks
thats all so far if anything isnt clear enough just say so and il try and explain it better, so Thank you for your time and help =D
You can make a unit smoothly rise via the Modify Unit type of effect; it has a Height and a Height Time, and the Height Time tells it how long it should take to rise to the given height. I'd probably give the drone unit a behavior with this as the initial effect. However, if the drone is made through an Arm Magazine ability, you can skip the behavior and put the Modify Unit effect into the Effect - Launch section of that ability.
alritey thanks for that, lol it seems so simple XD thanks man
Buff behaviours also have the fields for adjusting height over time.
The rainbow archon I beleive was done by series of timers combined with set tint color actions. Could also be done with a series of mutually exclusive buffs which your attack actor could then validate for it's own colour change.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
For the attack actor you should be able to make use of the Inherited Properties to inherit the tint color of the main actor (for attachments this works quite easily; I did not get it to work for attack actors right away, but did not really try hard)
ok thats a good start il play around with them a little bit. Cheers for all the help =D
@TheTAZsc: Go
Also change the size of the actor to be a bit bigger over time, and rotate it a bit as well. Then using the same amount of time, use a modify unit effect to change the height of the unit to where you want it. Make sure that the unit is really slow, and actually have a behavior that every .5 seconds or so changes the height a bit, so it looks like it is floating. Air units have animations that have this built in already, but if you are using a ground unit, you are going to need that.
Great to be back and part of the community again!
okay new question, what is the difference between aggressive, defensive and passive on the auto cast acquire level of an ability?
@TheTAZsc: Go
I could be wrong as these are just assumptions but I think target filters/validators affect which auto target acquire level you want.
like for defensive it would auto cast on <target filter> when attacked by a enemy target. (Self/Ally Target Filters)
aggresive will auto cast on <target filter> when you attack that <target filter> (Enemy Target Filter)
passive will auto cast on <target filter> whenever the ability is available for use when in range of <target filter> (Any Target Filter)
of course you can use whatever target filters you want, but i was just using what would most commonly be used depending on acquire level.
Yeah that makes sense, i figured as much for agro and defense but had no idea about passive. Thanks for the info =D