2. My enemies can see the red symbol of the Nuke's landing area (after the launch, before it lands), which expose the location of the landing. How do I fix it?
I think the actor for the nuke falling is timed to drop in 1.25 seconds. If you're wondering how to get rid of the initial channeling delay then i'd say to lower the Initial Delay field's value which is found in an Effect - Persistent named <Unit Name> Nuke (Persistent).
The red symbol of the Nuke's landing area is controlled by an actor which is called <Unit Name> Nuke Indicator, just go to that actor's field named Actor: Filter and check Enemy and it should hide it from enemies. If that didn't hide it from enemies it might be the other way around where you need to check Ally, Neutral and Self.
Thanks for the help dude!
The problem with the red symbol has been fixed, but I didn't managed to find where to change the land time of the Nuke... )-:
There is a persistent effect created for the nuke since its basically like a channeling ability. There are several fields used for this ability like the initial delay effect to adjust the time but you will also mainly need to check the period count and duration to set the time.
It looks pretty complicated to change it, I thought it will be more easier thing to do...
Another problem poped up with the queen: After the queen has spawned from the hatchery, instead of staying next to it, she moves to the hatchery's rally point, which spending you a lot of time to return it... How do I fix it??
The Rally point determines where do units produced by the Hatchery/Lair/Hive go and since the Queen is produced by the Hatchery/Lair/Hive it goes to the end of the Rally point.
The Rally point determines where do units produced by the Hatchery/Lair/Hive go and since the Queen is produced by the Hatchery/Lair/Hive it goes to the end of the Rally point.
THINK (look at how's the word: on capitals) you can't. The only thing you could do (but this will suck your Hatchery/Lair/Hive train ability) would be to remove the Rally ability and button.
THINK (look at how's the word: on capitals) you can't.
The only thing you could do (but this will suck your Hatchery/Lair/Hive train ability) would be to remove the Rally ability and button.
I'm sure there is other way, you only don't know it. In the original game the queen don't move to the rally point after spawning.
They would but you could just make the queen known as a worker so it uses the other rally. Else give the Train ability an Issue Order effect that cancels the move ability when created.
There is also an instant placement flag in the ability that might do what your looking for, but even i thought the best way would be to apply a buff on birth that reorders it. As far as persistents i would urge you to take a look as they are extensively used in most if not every ability and if you can't learn them your not going to make it far as a mapper; they really aren't that hard its basically like a data equivalant of a loop from triggers.
They would but you could just make the queen known as a worker so it uses the other rally. Else give the Train ability an Issue Order effect that cancels the move ability when created.
I didn't found the way to do that. Can you give me more detailes?
There is also an instant placement flag in the ability that might do what your looking for, but even i thought the best way would be to apply a buff on birth that reorders it. As far as persistents i would urge you to take a look as they are extensively used in most if not every ability and if you can't learn them your not going to make it far as a mapper; they really aren't that hard its basically like a data equivalant of a loop from triggers.
Where do I find this flag? and I'm sorry but don't understand the other part of your answer.
It will be nice if you will be able to give me the steps. Thanks.
Ability: Info - Effect field. You will find the queen already uses one for the unburrow creation. Just alter that so it also issue orders the unit to use the stop ability.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Does anyone know:
1. How to change the land time of the Nuke?
2. My enemies can see the red symbol of the Nuke's landing area (after the launch, before it lands), which expose the location of the landing. How do I fix it?
Any help will be much appreciated!
I think the actor for the nuke falling is timed to drop in 1.25 seconds. If you're wondering how to get rid of the initial channeling delay then i'd say to lower the Initial Delay field's value which is found in an Effect - Persistent named <Unit Name> Nuke (Persistent).
The red symbol of the Nuke's landing area is controlled by an actor which is called <Unit Name> Nuke Indicator, just go to that actor's field named Actor: Filter and check Enemy and it should hide it from enemies. If that didn't hide it from enemies it might be the other way around where you need to check Ally, Neutral and Self.
Thanks for the help dude! The problem with the red symbol has been fixed, but I didn't managed to find where to change the land time of the Nuke... )-:
@li5445: Go
There is a persistent effect created for the nuke since its basically like a channeling ability. There are several fields used for this ability like the initial delay effect to adjust the time but you will also mainly need to check the period count and duration to set the time.
It looks pretty complicated to change it, I thought it will be more easier thing to do...
Another problem poped up with the queen: After the queen has spawned from the hatchery, instead of staying next to it, she moves to the hatchery's rally point, which spending you a lot of time to return it... How do I fix it??
@li5445: Go
The Rally point determines where do units produced by the Hatchery/Lair/Hive go and since the Queen is produced by the Hatchery/Lair/Hive it goes to the end of the Rally point.
I already know that... so how do I fix it?
@li5445: Go
THINK (look at how's the word: on capitals) you can't.
The only thing you could do (but this will suck your Hatchery/Lair/Hive train ability) would be to remove the Rally ability and button.
I'm sure there is other way, you only don't know it. In the original game the queen don't move to the rally point after spawning.
@li5445: Go
They would but you could just make the queen known as a worker so it uses the other rally. Else give the Train ability an Issue Order effect that cancels the move ability when created.
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
There is also an instant placement flag in the ability that might do what your looking for, but even i thought the best way would be to apply a buff on birth that reorders it. As far as persistents i would urge you to take a look as they are extensively used in most if not every ability and if you can't learn them your not going to make it far as a mapper; they really aren't that hard its basically like a data equivalant of a loop from triggers.
I didn't found the way to do that. Can you give me more detailes?
Where do I find this flag? and I'm sorry but don't understand the other part of your answer. It will be nice if you will be able to give me the steps. Thanks.
Ability: Info - Effect field. You will find the queen already uses one for the unburrow creation. Just alter that so it also issue orders the unit to use the stop ability.
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
Fixed!!! Thank you so much for your help!!! (-: