I recall seeing a movie ones of some zerglings climbing up a cliff, anybody know how that is done?
I think i have a general idea but i need help with one easy part. When unit gain a behavior, how can i temporary smoothly flip unit so it look up or forward in a smooth motion? If you tell me that i can probably make the rest fairly easy :)
Explain to me how to change the units facing over a short time? The SOP just a way to tell how the unit should be placed to another point but that make no sense to me :)
Edit:
Man you are so cryptic, always have a hard time understanding you ;) I had to go into mover and then there was a field i had ot change to make it work.
Ok so now the zerglings can climb cliffs but they do it to fast and are not flipped.
Trying to add a behavior that slow them down when they climb but whats the validator for "Unit is Climbing" :D
The SOp (Forward Vector) SOp tells what direction the -Y direction of the model faces in a dynamic way. If it faces the overhead attachment point of a hidden marine model the scale of the marine can be used to tilt the actor along that axis.
You have buff A with a periodic that applies buff B. Buff A is disabled unless the unit is crossing the cliff using a Location Cross Cliff validator? Buff A slows the move speed when active. When Buff B is applied it uses actor events to change the scale of the hidden marine changing the direction the roach faces. When removed it returns the marine to the original scale setting the roach parallel to the ground.
Yeah, sorry, I expect people to have a similar grasp of the editor that I do.
I recall seeing a movie ones of some zerglings climbing up a cliff, anybody know how that is done?
I think i have a general idea but i need help with one easy part. When unit gain a behavior, how can i temporary smoothly flip unit so it look up or forward in a smooth motion? If you tell me that i can probably make the rest fairly easy :)
Odds are use a Scaler mover on the zerglings and a Buff behaviour applies a second buff that slows the move speed when on cliff transition.
the SOp (Forward Vector) method is a good way to flip unit facing over a time period.
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
@DrSuperEvil: Go
Scaler mover, cant find that mover.
Explain to me how to change the units facing over a short time? The SOP just a way to tell how the unit should be placed to another point but that make no sense to me :)
Edit: Man you are so cryptic, always have a hard time understanding you ;) I had to go into mover and then there was a field i had ot change to make it work.
Ok so now the zerglings can climb cliffs but they do it to fast and are not flipped.
Trying to add a behavior that slow them down when they climb but whats the validator for "Unit is Climbing" :D
The colossus uses that type of mover.
The SOp (Forward Vector) SOp tells what direction the -Y direction of the model faces in a dynamic way. If it faces the overhead attachment point of a hidden marine model the scale of the marine can be used to tilt the actor along that axis.
You have buff A with a periodic that applies buff B. Buff A is disabled unless the unit is crossing the cliff using a Location Cross Cliff validator? Buff A slows the move speed when active. When Buff B is applied it uses actor events to change the scale of the hidden marine changing the direction the roach faces. When removed it returns the marine to the original scale setting the roach parallel to the ground.
Yeah, sorry, I expect people to have a similar grasp of the editor that I do.
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