here is the solution, at least for the visual splat (which units are affected isn't shown).
i am using the same method used as for raynor's railgun just replaced the splat actor with an modelactor with the explosive_indicator.m3 model.
All textures must be imported to Assets/Textures.
All colour is removed so it is possible to tint the splat in any colour you like.
What's also needed is the Texture swap by ID method (tutorials available here on mapster) or replace the explosive_splat_green.dds with your cone as you can see in explosive_splat_green3.dds
in the picture attached i have set the tint colour to yellow (scaling must be 0.5 on the Z-axis too or the model has trouble with noisy terrain)
The grad1A and HexGrid1_Green must be replaced by black images (attached) or parts of the models will show
Credits go to Talv for adjusting blizzards model to fit to my map
and this is how it looks like:
here is the solution, at least for the visual splat (which units are affected isn't shown). i am using the same method used as for raynor's railgun just replaced the splat actor with an modelactor with the explosive_indicator.m3 model.
All textures must be imported to Assets/Textures.
All colour is removed so it is possible to tint the splat in any colour you like.
What's also needed is the Texture swap by ID method (tutorials available here on mapster) or replace the explosive_splat_green.dds with your cone as you can see in explosive_splat_green3.dds
in the picture attached i have set the tint colour to yellow (scaling must be 0.5 on the Z-axis too or the model has trouble with noisy terrain)
The grad1A and HexGrid1_Green must be replaced by black images (attached) or parts of the models will show
Credits go to Talv for adjusting blizzards model to fit to my map
and this is how it looks like: