Okay while keeping the Turret Disable modification in the behavior open up the turret actor and add an event: Turret Disabled->Destroy. See if that fixes it.
Man a lot of people clearly don't understand what premium maps is all about.
To the OP, you guys are clueless as hell if you think Blizzard's going to let you sell remakes of the original game's campaign and this entire recruitment post is a joke (you want people to have college degrees to work on a modding project, are you insane?) And Payne007, first of all open source does not necessarily mean free, and allowing people to charge does not necessarily mean it's not open source. Second, they've made it very clear that the premium map feature is for people who are creating entirely new games using Blizzard's engine - meaning all-custom art and sound assets. They've even said that DoTA would not qualify as a premium map because it used too much of the original game's content.
So really you're upset because there might be an avenue for people who invest huge amounts of time and money into creating a completely original game that happens to use SC2 as its engine to actually make some money off their project. Sounds to me like you're the selfish one.
Issue Order should work. However to issue a build order you need to change it to "Issue Order Targeting Point", as by default when you add an "Issue Order" action it'll only allow abilities without a target.
1. Create a region, when a unit enters the region check its type, if its a reaper remove the "Reaper Jump" behavior. When a unit leaves the region, check type again, if it's a reaper re-add the jump behavior.
Not really gonna answer number two because it's not a very specific question, more along the lines of "script my map for me!"
Not going to promise it's possible but the area to investigate is the turret actor, under the Pitch Query field. You could try setting it to the "TurretZ" attachment point.
However I think you might be out of luck without actually modifying the model to add a TurretX or TurretY attachment point with the correct bone attachment information. Worth a shot though.
I think there might actually be some sort of flag in the model file for an attachment point to be used as a turret, I think because it needs to specify additional info about which bones are controlled by the turret and such. It may be that the current M3 exporter doesn't have the ability to export this info and we're out of luck until it does. I'd love to find out this isn't the case though.
It's not a bug. It's replaced with OKPlaceholder because you aren't entering a valid value. A patch isn't going to magically fix something you're doing wrong, although it may add the ability to add new error messages to the editor.
That field is not a text field, it's a reference to an error object.
Functionality to add new errors seems to be missing from the editor right now, although there is an "Errors" field under actors that might be worth investigating. Anyway open up the Text module, set it to show from all sources, sort by ID and scroll down and find ones that begin with "e_cmd". Those are errors you can use, minus the "e_cmd" part. For example "e_cmdMustTargetStructures" means you can use "MustTargetStructures" and that error will show up.
It doesn't work that way. Site actors exist so you can use them as attachments for other actors, they don't do anything on their own.
Take a look through the colossus actors to get a feel for it. Maybe if you have a more specific question about what you're trying to do I could be more helpful.
My guess is you don't have anything in the Cursor Effect field in the Ability. The Cursor Effect field should be set to either a Search Area or Damage effect, and is used to calculate the size of the area effect and automatically scale the cursor splat as well as highlight any units that will be affected.
Either that or the actor is set up wrong. Did you base it on one of the existing cursor splats? There are a few fields that need to be set (like the "_Scalable" alias to auto-scale it) for it to work correctly and if you didn't base off one of the existing cursor splats these might not be set.
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@BaridBelMedar: Go
It's there, under the Info field.
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Okay while keeping the Turret Disable modification in the behavior open up the turret actor and add an event: Turret Disabled->Destroy. See if that fixes it.
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Man a lot of people clearly don't understand what premium maps is all about.
To the OP, you guys are clueless as hell if you think Blizzard's going to let you sell remakes of the original game's campaign and this entire recruitment post is a joke (you want people to have college degrees to work on a modding project, are you insane?) And Payne007, first of all open source does not necessarily mean free, and allowing people to charge does not necessarily mean it's not open source. Second, they've made it very clear that the premium map feature is for people who are creating entirely new games using Blizzard's engine - meaning all-custom art and sound assets. They've even said that DoTA would not qualify as a premium map because it used too much of the original game's content.
So really you're upset because there might be an avenue for people who invest huge amounts of time and money into creating a completely original game that happens to use SC2 as its engine to actually make some money off their project. Sounds to me like you're the selfish one.
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In the Arm Magazine ability uncheck "External"
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Issue Order should work. However to issue a build order you need to change it to "Issue Order Targeting Point", as by default when you add an "Issue Order" action it'll only allow abilities without a target.
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@payne007: Go
1. Create a region, when a unit enters the region check its type, if its a reaper remove the "Reaper Jump" behavior. When a unit leaves the region, check type again, if it's a reaper re-add the jump behavior.
Not really gonna answer number two because it's not a very specific question, more along the lines of "script my map for me!"
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Animation Bracket Start is what to do when you want an animation to loop.
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@AnomalyIFF: Go
http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html
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Not going to promise it's possible but the area to investigate is the turret actor, under the Pitch Query field. You could try setting it to the "TurretZ" attachment point.
However I think you might be out of luck without actually modifying the model to add a TurretX or TurretY attachment point with the correct bone attachment information. Worth a shot though.
0
I think there might actually be some sort of flag in the model file for an attachment point to be used as a turret, I think because it needs to specify additional info about which bones are controlled by the turret and such. It may be that the current M3 exporter doesn't have the ability to export this info and we're out of luck until it does. I'd love to find out this isn't the case though.
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Have you tried just disabling the turret in the behavior? (Turrets Disabled is a field under Modification, IIRC.)
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It's not a bug. It's replaced with OKPlaceholder because you aren't entering a valid value. A patch isn't going to magically fix something you're doing wrong, although it may add the ability to add new error messages to the editor.
0
That field is not a text field, it's a reference to an error object.
Functionality to add new errors seems to be missing from the editor right now, although there is an "Errors" field under actors that might be worth investigating. Anyway open up the Text module, set it to show from all sources, sort by ID and scroll down and find ones that begin with "e_cmd". Those are errors you can use, minus the "e_cmd" part. For example "e_cmdMustTargetStructures" means you can use "MustTargetStructures" and that error will show up.
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It doesn't work that way. Site actors exist so you can use them as attachments for other actors, they don't do anything on their own.
Take a look through the colossus actors to get a feel for it. Maybe if you have a more specific question about what you're trying to do I could be more helpful.
0
My guess is you don't have anything in the Cursor Effect field in the Ability. The Cursor Effect field should be set to either a Search Area or Damage effect, and is used to calculate the size of the area effect and automatically scale the cursor splat as well as highlight any units that will be affected.
Either that or the actor is set up wrong. Did you base it on one of the existing cursor splats? There are a few fields that need to be set (like the "_Scalable" alias to auto-scale it) for it to work correctly and if you didn't base off one of the existing cursor splats these might not be set.