Thats very nicely done, with a bit more work with the actors of the marauders that could be a nice ability. I'm not sure if there are any parachute looking objects you could attatch though... darn it :D
Yeah I had a look with the previewer and couldn't see anything to attach, only thing I can think of is attaching the reaper animation for cliff jumping on the nits, but that would make you modify every unit you want to call in, as I have it setup you can set any unit you want without modifying that unit at all for it.
Actors :) in the actor, when its createdset its visibility to 0 before it creates the unit, also then create a timer say .2 seconds long and when the timer expires make the actor visible :)
Hey all im trying to make something similar to an ac-130. I got a battlecruiser shooting an array of weapons at the target location however i cant seem to make the unit move in a circular motion... Anyone know how i may achieve this? thanks
anyone think of making the napalm ability sc2-esque? as in using plasma looking effects or something :P
I have done the napalm (Protoss again) and it's very SC2-styled, if that what u mean. But I will take my time improving it and trying other challenges so I will post it tlater.
Troops can request an evacuation transport, it has a shared cooldown for all units; so only one transport can be ordered at a time.
The transport lands nearby, the target zone gets marked. It stays in the target zone for some seconds and all troops already inside or entering the target zone will be loaded into the transport. Then the transport starts and evacuates the troops to safety (in my case, they just disappear ;).
Could be changed easily to preserve the troops, for the moment this would be useful for campaigns for example, where the evacuated units are available in the next mission or appear somewhere else on the map or something)
At first i wanted to drop marauders, but all my exercises were terran units so far. So now its protoss (terran units have the nice unload animations, though, those would make the visuals a lot nicer, I guess)
Dang! Your challenges are getting pounded! I suggest making just 1 more for Kueken to conquer and shock us to death. Why don't you make the final challenge this...
Final Challenge 5: Make an ability that summons a small fleet that bombards the area on wave 1. Then send a wave 2 which paradrops units. Then make a wave 3 that guards the units that landed. ALL IN 1 ABILITY! :P
Dang! Your challenges are getting pounded! I suggest making just 1 more for Kueken to conquer and shock us to death. Why don't you make the final challenge this...
Final Challenge 5: Make an ability that summons a small fleet that bombards the area on wave 1. Then send a wave 2 which paradrops units. Then make a wave 3 that guards the units that landed. ALL IN 1 ABILITY! :P
Yay put all my maps in one. And you forgot the evacuation transport, which evacuates all the paratroopers and air support units :D
@fosere: Go
Thats very nicely done, with a bit more work with the actors of the marauders that could be a nice ability. I'm not sure if there are any parachute looking objects you could attatch though... darn it :D
@Kueken531: Go
That is an awesome napalm ability. well recreated! you can tell a fair bit of work has gone into that :P
- also your call for air support is awesome too espeically how it can link to multiple flyers
anyone think of making the napalm ability sc2-esque? as in using plasma looking effects or something :P
@nevjmac:
Yeah I had a look with the previewer and couldn't see anything to attach, only thing I can think of is attaching the reaper animation for cliff jumping on the nits, but that would make you modify every unit you want to call in, as I have it setup you can set any unit you want without modifying that unit at all for it.
@fosere: Go As for the unit appearing:
Actors :) in the actor, when its createdset its visibility to 0 before it creates the unit, also then create a timer say .2 seconds long and when the timer expires make the actor visible :)
Hey all im trying to make something similar to an ac-130. I got a battlecruiser shooting an array of weapons at the target location however i cant seem to make the unit move in a circular motion... Anyone know how i may achieve this? thanks
@TheTAZsc: Go
what is the movement you are after? you want to move in a circle around the point?
@nevjmac: Go
Yeah that is exactly what im after. The battlecruiser will bombard a target area and hence move around it in a circular fashion =P
@TheTAZsc: Go
Well, you could simulate circular movement with a persistent effect using the correct offsets and periodically given orders.
I have done the napalm (Protoss again) and it's very SC2-styled, if that what u mean. But I will take my time improving it and trying other challenges so I will post it tlater.
Challenge 3:
Evacuation
Troops can request an evacuation transport, it has a shared cooldown for all units; so only one transport can be ordered at a time.
The transport lands nearby, the target zone gets marked. It stays in the target zone for some seconds and all troops already inside or entering the target zone will be loaded into the transport. Then the transport starts and evacuates the troops to safety (in my case, they just disappear ;).
Could be changed easily to preserve the troops, for the moment this would be useful for campaigns for example, where the evacuated units are available in the next mission or appear somewhere else on the map or something)
I like the evacuation. Its fairly unique and thus it could be useful for some maps.
good job
Challenge 4: Paratroopers
At first i wanted to drop marauders, but all my exercises were terran units so far. So now its protoss (terran units have the nice unload animations, though, those would make the visuals a lot nicer, I guess)
@Kueken531: Go
Evacuation is very nicely done! and so is paratroopers. awesome!
Glad you decided to head off the terrain units for one of them :P
Dang! Your challenges are getting pounded! I suggest making just 1 more for Kueken to conquer and shock us to death. Why don't you make the final challenge this...
Final Challenge 5: Make an ability that summons a small fleet that bombards the area on wave 1. Then send a wave 2 which paradrops units. Then make a wave 3 that guards the units that landed. ALL IN 1 ABILITY! :P
Yay put all my maps in one. And you forgot the evacuation transport, which evacuates all the paratroopers and air support units :D
Noo plz no more challenges *can not resist* xD
@Kueken531: Go
even if I could come up with another one... I am not sure I could make it challanging enough.
Pmed you nevjmac an idea for challenge 5. If it's not challenging enough, then pm me back and I'll make it harder. :P
€ *and hates wikicreole* -.-
Ok one more challenge uploaded for the week
Would it be cheating if I made a video of a tauren evacuating in an outhouse?