This isn't a tutorial request, but more like some questions.
1. How do you put two models into one unit? could you use two actors or something?
2. If you know Pokemon, there is an ability called Wonder Guard. If you don't know what it is, it prevents attacks that aren't super effective from doing any damage at all. What would be the most efficient way to reproduce that in the data or trigger editor?
3. How can you change the texture, or the colors, of the unit without changing the original unit?
4. How do you make the hero icons on the minimap team-colored?
5. Can you make your own unit attributes? Ex: Armored, Robotic, Structure
Thanks ahead of time
None of the tutorials I found fitted my criteria well enough to work. Investigate further before making assumptions that im a lazy fool. Anyway, I fixed my problems now.
I don't know if i fail at searching, but i cant seem to locate a tutorial on giving units ability's according to the item they equip, Ex. a medic picks up a med-kit and gets the ability "heal" or a marine picks up a Stimpack and gains that ability's etc. any help towards this would be greatly appreciated.
6. Can you make a unit that changes colors over time, like every four seconds, it goes from red to orange, orange to yellow.... purple back to red? If this is done with triggers, that is fine.
ay0h, new here and there might already be a tout on it, if it can be done but i was wondering if there was a way to set different cameras to different players. if this is indeed possible, could someone please put up a 'torial on it?
just wondering how i can make a truck spawn every 3 minutes, go to one point then another (think i've got this done) and at the last point drop some mineral and gas pickup's (and then disappear)
EDIT- ok so ive got the truck getting from A to B i just cant seem to get it to spawn resources
It may look ugly, in fact, it will look ugly, but one way (I think) you could do that:
When the unit is spawned (via create <unit>), store it in a variable.
Put a region where the truck is supposed to be spawning the minerals and vespene
Have a trigger for when the truck enters the region, its <creates unit> minerals and vespene.
On another note, anyone know how to make a energy transferring ability like on the map Mineralz (EU)? So the generator creates energy and passes it on to the cannon somehow. I've tried using an ability but that failed, and simply addnig the medic ability to the generator and turning the restore from life to energy didnt work. Not sure why.
The Medic ability should work, yes, but for some reason it doesnt. I tried to leave everything as Medic styled as I could by simply changing the restore from life to energy, but it doesnt work. The ability can be used, and greys out as if in use, but restores nothing. (This is from struture to structure). Am I missing something? Maybe target flags or something?
I have an idea for a short machinima I want to make, but I'm not sure how to approach something in particular. What I'd like is a civilian who morphs into a protoss zealot or even a tarran marine... Think Mighty Morphin Power Rangers... I would imagine some kind of animation or pose, they're obscured by some kind of aura, and when the aura fades, they'd be morphed into a different model... Ideas on how I would approach this?
Hey guys i was wondering if anyone knew if you can make custom animations for units or do a tutorial for me(not for the making of the animations i just need to know how to import and use them). say for example i wanted a marine to shake his head or i wanted him to hold his arms to the side or i wanted him to walk instead of run. can i do this in the editor?.. my idea was to do this in 3ds max but i am wondering is it then possible to somehow import the animations back into the editor and then use them in a scene via triggers or a custom modle that constantly does the animation OR IN ANY WAY ATALL??? even if its some wierd way i can figure out how to implement it aslong as i can get the unit doing the animation! plz any help would be awesome i really need to do this in some way to make StarCrap a lot better of a show!!!
like i have seen people making custom units that hold their arms to the side but i need some animations like say i wanted to make a unit punch another unit so i would need that unit to have a punch animation that i could creat in 3ds max im just wondering mainly if its possibl to then use the animation in the editor and how would i go about doing it. or yeah the walking thing is realy important.. is ther a way to make them walk already (obviously i know you can slow the movement speed but i want them to appear like they are walking) thanks so much for ur help i am a noob at some stuff.. im good at making cutscenes and terrain and making them look action packed but this would add so much to what i could do with the show!
So I was wondering if anyone could make a short tutorial on how to make missiles from a missile attack, hit random spots within a small region around the target.
I'm currently modifying a weapon that launches several missiles, and I have been trying to make this work to no avail.
I have no idea how to do it, I just know I have to do something within actors.
I would like some help on a spell im working on, its currently i missile spell but that might need to be changed. Currently the spell hits the target and does the correct surrounding damage but the spells animation doesn't jump to each unit, it just hits the initial target and does damage to the units surrounding though im pretty sure its not splash as that fields empty i used a search - area and search - exclude.
Tutorial Request: Using an Ability with a cast time while moving. I tried using this for a cloak/decloak ability, had to use another method though, in which im still trying to figure out.
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I wouldn't mind a video about making a TPS including traceline :) The written traceline 1 does not work...
@ZeroAme: Go
None of the tutorials I found fitted my criteria well enough to work. Investigate further before making assumptions that im a lazy fool. Anyway, I fixed my problems now.
@Daleeron: Go
Really because I just spent all about a minute looking and found your answer to the importing button icons and one for changing the resource icon O_o
and all this using the link I provided to you. [VIDEO]Icon Tutorial | How to Change Resource Icon
I don't know if i fail at searching, but i cant seem to locate a tutorial on giving units ability's according to the item they equip, Ex. a medic picks up a med-kit and gets the ability "heal" or a marine picks up a Stimpack and gains that ability's etc. any help towards this would be greatly appreciated.
@jaxter184: Go
It can be done with actor events. Do a search for Rainbow Archon as there're some examples of it being done here on Mapster.
ay0h, new here and there might already be a tout on it, if it can be done but i was wondering if there was a way to set different cameras to different players. if this is indeed possible, could someone please put up a 'torial on it?
just wondering how i can make a truck spawn every 3 minutes, go to one point then another (think i've got this done) and at the last point drop some mineral and gas pickup's (and then disappear)
EDIT- ok so ive got the truck getting from A to B i just cant seem to get it to spawn resources
@deathkad: Go
It may look ugly, in fact, it will look ugly, but one way (I think) you could do that: When the unit is spawned (via create <unit>), store it in a variable. Put a region where the truck is supposed to be spawning the minerals and vespene Have a trigger for when the truck enters the region, its <creates unit> minerals and vespene.
On another note, anyone know how to make a energy transferring ability like on the map Mineralz (EU)? So the generator creates energy and passes it on to the cannon somehow. I've tried using an ability but that failed, and simply addnig the medic ability to the generator and turning the restore from life to energy didnt work. Not sure why.
Any help appreciated.
@deathkad: Go
wait for conditions
Condition (distance between points, position of unit (truck,) and point C < 1.5)
kill unit (truck)
create minerals and vespane
Thats how I would do it.
@Daleeron: Go
Use the medic ability and change everything to energy and it should work. I made a similar ability with a copy of repair and it works fine.
@Spaarti: Go
ANIMATED AVATAR ALERT!!!!!
EDIT:
@jaxter184: Go
ANIMATED AVATAR ALERT!!!!!
ANIMATED AVATAR ALERT!!!!
ANIMATED AVATAR RULEZ!
@grenegg: Go
The Medic ability should work, yes, but for some reason it doesnt. I tried to leave everything as Medic styled as I could by simply changing the restore from life to energy, but it doesnt work. The ability can be used, and greys out as if in use, but restores nothing. (This is from struture to structure). Am I missing something? Maybe target flags or something?
Ty for the response though
I have an idea for a short machinima I want to make, but I'm not sure how to approach something in particular. What I'd like is a civilian who morphs into a protoss zealot or even a tarran marine... Think Mighty Morphin Power Rangers... I would imagine some kind of animation or pose, they're obscured by some kind of aura, and when the aura fades, they'd be morphed into a different model... Ideas on how I would approach this?
[EDIT] Never mind, I found one... d'uh, should've searched first... sorry ;( http://forums.sc2mapster.com/resources/tutorials/11028-tutorial-data-misc-how-to-morphing-shapeshifter-druid/
Hey guys i was wondering if anyone knew if you can make custom animations for units or do a tutorial for me(not for the making of the animations i just need to know how to import and use them). say for example i wanted a marine to shake his head or i wanted him to hold his arms to the side or i wanted him to walk instead of run. can i do this in the editor?.. my idea was to do this in 3ds max but i am wondering is it then possible to somehow import the animations back into the editor and then use them in a scene via triggers or a custom modle that constantly does the animation OR IN ANY WAY ATALL??? even if its some wierd way i can figure out how to implement it aslong as i can get the unit doing the animation! plz any help would be awesome i really need to do this in some way to make StarCrap a lot better of a show!!!
like i have seen people making custom units that hold their arms to the side but i need some animations like say i wanted to make a unit punch another unit so i would need that unit to have a punch animation that i could creat in 3ds max im just wondering mainly if its possibl to then use the animation in the editor and how would i go about doing it. or yeah the walking thing is realy important.. is ther a way to make them walk already (obviously i know you can slow the movement speed but i want them to appear like they are walking) thanks so much for ur help i am a noob at some stuff.. im good at making cutscenes and terrain and making them look action packed but this would add so much to what i could do with the show!
How do make a unit shop, like a merc compound, where people can use minerals and gas to instantly get units?
So I was wondering if anyone could make a short tutorial on how to make missiles from a missile attack, hit random spots within a small region around the target. I'm currently modifying a weapon that launches several missiles, and I have been trying to make this work to no avail. I have no idea how to do it, I just know I have to do something within actors.
Any help would be greatly appreciated.
(problem solved)
I would like some help on a spell im working on, its currently i missile spell but that might need to be changed. Currently the spell hits the target and does the correct surrounding damage but the spells animation doesn't jump to each unit, it just hits the initial target and does damage to the units surrounding though im pretty sure its not splash as that fields empty i used a search - area and search - exclude.
Any help would be much appreciated. :D
Tutorial Request: Using an Ability with a cast time while moving. I tried using this for a cloak/decloak ability, had to use another method though, in which im still trying to figure out.