Hm, that's wierd. It looks like that particular animation is broken somehow. Anyway use a timer to reset the animation and it'll work (I tested it to be sure.)
I still think the reason ppl release maps so early during these early ages of the games was because of originality. You have an idea, you made it work, and you want it to be out so no-one having the same idea is gonna competing with you if they saw it already done. On the other hand, if it was crap, someone gotta go and remake it anyway.
Blizz's custom map contest was doing the right things as not allow ppl to share the project. However it feels too short of a deadline imo.
Well the deadline is as it is because the winners need to be announced well in advance of Blizzcon so travel arrangements can be made for the winners. They could have announced it sooner, though.
In the effect launch missile, how would you refer to the missile unit that was created? Like caster = person the effect originates from, target = destination etc, but what's the missile referred to as in those terms?
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Nothing. You'll have to use a search area effect to find the missile.
as for doodads you can change the variation by double clicking them. if you want to change while the game is running use a trigger to send a model swap message, one of the parameters is variation number.
I thought you cant use copyrighted material for custom maps on this new bnet 2.0?
Copyrighted assets would be an automatic takedown. Theming your map after an existing IP? I think Blizzard would only object if they received a complaint from the IP holder which is extremely unlikely.
You can add abilities via triggers, which obviously makes the answer infinite.
Are you talking about catalog functions, because aside from modifying the catalog you cannot add an ability or modify the command card at runtime. I'd be interested to know if you've tested using catalog functions to modify the command card, though.
It's under actor events, but it's weird - terran and zerg buildings use inheritence (they're based on the Terran Building and Zerg Building templates, respectively) while protoss buildings use macros (specifically BuildingFlattenTerrainMacro.)
I can't really explain why they're implemented differently, it probably had to do with the data being created at varying stages of the engine. Maybe macros weren't implemented when the terran and zerg were being created, it would explain why they're way underused in the core data. Well I'm rambling now.
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Pretty sure there are official feedback threads on both forums already which are much more likely to get read by someone at Blizzard.
Here's a link to the US thread:
http://us.battle.net/sc2/en/forum/topic/248107291
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Hm, that's wierd. It looks like that particular animation is broken somehow. Anyway use a timer to reset the animation and it'll work (I tested it to be sure.)
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Well the deadline is as it is because the winners need to be announced well in advance of Blizzcon so travel arrangements can be made for the winners. They could have announced it sooner, though.
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You do it by editing the model in a 3d modeling program.
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Quote from BumpInTheNight:
Quick question:
In the effect launch missile, how would you refer to the missile unit that was created? Like caster = person the effect originates from, target = destination etc, but what's the missile referred to as in those terms?
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Nothing. You'll have to use a search area effect to find the missile.
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@SycoPrime:
Kill Experience field under Unit
nevermind, I think I see what you're asking now. Might be unimplemented (a lot of veterancy stuff is.) You could use triggers for a workaround though.
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@Rushhour:
http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html
as for doodads you can change the variation by double clicking them. if you want to change while the game is running use a trigger to send a model swap message, one of the parameters is variation number.
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The text editor.
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Quote from SweetZombieJesus:
I tried that but couldnt get it to work Could you show me how to do this with this animation, Taunt Dance ?
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(whatever event to start dancing)
AnimPlay Dance Taunt Dance
Animation Done
AnimName Dance
AnimPlay Dance Taunt Dance
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The actor events look like this:
Behavior.Incapacitated.On
AnimPlay Death Dead PlayForever
Behavior.Incapacitated.Off
AnimClear Death
So just sub whatever animation you want to play in there.
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Copyrighted assets would be an automatic takedown. Theming your map after an existing IP? I think Blizzard would only object if they received a complaint from the IP holder which is extremely unlikely.
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Are you talking about catalog functions, because aside from modifying the catalog you cannot add an ability or modify the command card at runtime. I'd be interested to know if you've tested using catalog functions to modify the command card, though.
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@SweetZombieJesus:
Some animations are looping and others aren't. Play Forever will cause a non-looping animation to freeze at the end until cleared.
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@Patoriku:
No. However requirements can count units, upgrades, and behaviors, so you could use any of those as markers.
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It's under actor events, but it's weird - terran and zerg buildings use inheritence (they're based on the Terran Building and Zerg Building templates, respectively) while protoss buildings use macros (specifically BuildingFlattenTerrainMacro.)
I can't really explain why they're implemented differently, it probably had to do with the data being created at varying stages of the engine. Maybe macros weren't implemented when the terran and zerg were being created, it would explain why they're way underused in the core data. Well I'm rambling now.