Blizzard's model format encompasses 3d meshes, particle emitters, and ribbons/beams. So yeah they are model files but it wouldn't be a difficult operation to duplicate it and simply change the texture reference, and then use your own texture. You should ask in the artist forum.
Possible but not as an augment. (Augments are basically "hooks" which are triggered when an order to use a different ability is given, as such they're always linked to the order being given and not the ability being executed.)
Make a "Behavior" ability, enable toggling. Have it apply a behavior that, in the Damage Response field, has Location set to attacker and Handled set to an effect that applies whatever behavior you want to apply on attack. You can also use validators and modify unit effects to add a per-hit energy cost and turn off the behavior when the unit is out of energy, or whatever you want to do.
The islands are actually hidden terrain cells with a doodad underneath for the land. Pathing is painted to make the island appear to end at the edges of the doodad model.
To lower the island a Site (Mover) actor is created, which queries for all actors in a circular radius and sets itself as their host. The mover is set up for downward vertical motion. This could be done entirely in the data editor or with a combination of data and triggers.
After enough time has passed, all the actors in the region are destroyed or hidden and a big explosion model is created. You'd probably also want a trigger to kill any units in the region.
The idea is clever and the presentation is excellent. Molesterr I hope you don't mind my explanation.
The transparency of the beam has to do with the texture used so short of editing the textures, no. Layering multiple beams on each other would probably be reasonably effective, though. Also there are a LOT of different beam models available so if you poke around in the previewer you might find one with a texture more similar to what you're looking for, and you can use actor events to change the color to some degree via tinting.
Seems to be lacking. A workaround would be to use a trigger to listen for the learn ability being used and when it is apply a hidden stacking behavior to the unit. Then you could use a behavior count validator to compare against the highest level learned so far.
There are two meanings to the word "turret": the military form is a rotating base on which a gun is mounted. The architectural meaning is a small tower. The "Xel Naga Turret" doodad is using the word in the architectural sense, which is why it does not have the correct attach points or animations to set up as a turret in the military sense.
To the OP, under the Sentry Gun unit's weapons, set the turret to "Auto Turret", that'll cause it to spin while idle.
The editor interface for working with custom scripts needs to be improved before it's worth it, IMO.
I wish Blizzard hadn't designed the editor around the lowest common denominator and just made the entire thing script-based using Lua or some established language (without a stupid 21-bit pointer.)
Blizzard's premium map store is not going to sell your map. They've said it's essentially for TCs and other projects with entirely new art and sound assets. Think of it like Steam: you can make a new game using the Source engine and Valve will let you sell it on Steam, but you aren't going to get away with selling new levels for TF2.
Vjeux to add to your list, if you have a unique character or logo you could sell t-shirts and other merch. I think Element TD does this, though I don't know if they actually make any money.
Don't have a solution for you but I would not be surprised if that field were unimplemented as a lot of stuff relating to items and inventory is not implemented.
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Blizzard's model format encompasses 3d meshes, particle emitters, and ribbons/beams. So yeah they are model files but it wouldn't be a difficult operation to duplicate it and simply change the texture reference, and then use your own texture. You should ask in the artist forum.
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Possible but not as an augment. (Augments are basically "hooks" which are triggered when an order to use a different ability is given, as such they're always linked to the order being given and not the ability being executed.)
Make a "Behavior" ability, enable toggling. Have it apply a behavior that, in the Damage Response field, has Location set to attacker and Handled set to an effect that applies whatever behavior you want to apply on attack. You can also use validators and modify unit effects to add a per-hit energy cost and turn off the behavior when the unit is out of energy, or whatever you want to do.
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How it's done - as far as I can figure:
The idea is clever and the presentation is excellent. Molesterr I hope you don't mind my explanation.
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The transparency of the beam has to do with the texture used so short of editing the textures, no. Layering multiple beams on each other would probably be reasonably effective, though. Also there are a LOT of different beam models available so if you poke around in the previewer you might find one with a texture more similar to what you're looking for, and you can use actor events to change the color to some degree via tinting.
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Seems to be lacking. A workaround would be to use a trigger to listen for the learn ability being used and when it is apply a hidden stacking behavior to the unit. Then you could use a behavior count validator to compare against the highest level learned so far.
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There are two meanings to the word "turret": the military form is a rotating base on which a gun is mounted. The architectural meaning is a small tower. The "Xel Naga Turret" doodad is using the word in the architectural sense, which is why it does not have the correct attach points or animations to set up as a turret in the military sense.
To the OP, under the Sentry Gun unit's weapons, set the turret to "Auto Turret", that'll cause it to spin while idle.
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I think one of the thieves is Dustin Browder.
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Someone in the art forum made a reaver model. You should definitely add that.
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Not true I've used them successfully with no problems.
I think this topic needs to be moved to the map dev forum.
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Open up the fusion core's actor and under the Baselines field change the Stand animation to "Stand Work"
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You want the Minimum (Integer) function. :)
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Not fully, but a significant amount. Things we do know:
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The editor interface for working with custom scripts needs to be improved before it's worth it, IMO.
I wish Blizzard hadn't designed the editor around the lowest common denominator and just made the entire thing script-based using Lua or some established language (without a stupid 21-bit pointer.)
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Blizzard's premium map store is not going to sell your map. They've said it's essentially for TCs and other projects with entirely new art and sound assets. Think of it like Steam: you can make a new game using the Source engine and Valve will let you sell it on Steam, but you aren't going to get away with selling new levels for TF2.
Vjeux to add to your list, if you have a unique character or logo you could sell t-shirts and other merch. I think Element TD does this, though I don't know if they actually make any money.
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Don't have a solution for you but I would not be surprised if that field were unimplemented as a lot of stuff relating to items and inventory is not implemented.