My "WoW Warlock in SC2" map has the warlock that gets 4 extra spells if he's in demon form. Demon Form places a buff on the Warlock, and the 4 abilities can only be seen on the command card and used when the Buff is active on the Warlock.
I used Requirement along the line of
Show
Behavior Warlock Completed At Unit
Use
Behavior Warlock Completed At Unit
All you would need to do is the same basically, except have your buffs be a permanent duration.
Alternatively, You can use the Enable/Disable Ability field in the behavior's Modifications + field. You specify which ability is enabled by the buff. You just set the ability as default disabled.
OH, and this should really be moved to the Data Section.
I have no problem if you want to use the Hulking Horror Uber I "made" a while back, but if you already have the map posted on BNet, why would you wait until AFTER you complete the map in full to give credit where it's due? Credit should be given the minute you use something that someone else did wether the map is complete or not.
I'm thinking it might take a while to reach that stage(completed) since you yourself are hoping to get a data editor on your team/to help you out.
The map was posted so that other people could learn and see how it was done(and to get their own ideas), not so it could straight up be taken and thrown into their map with NO credit whatsoever, and without even asking.
It's not like I'm inactive on the site or just disappeared off the planet and there was no way to even message me to ask.
It's just polite to ask is all. Some people would be livid.
If your ability is unable to target land, it's because the FIRST effect of your ability has Targets+ set to Unit Point. Change it to Target Point/Unit Point or Target Point, it should now be able to target land.
Here's another texture you might want to try on your heroes for a blue glow-effect. Xelnagaturret_spec. Here it is below, white 5hdr / .5 opacity. 2scale Marauder Kill Squad. Compared to the Holo Colossus... it's much brighter and I think much more along the lines of what you want :)
I tried using DarkTemplarSilver_Placement on the colossus... when I placed the Colossus in the map, when I was choosing a place to drop him, he was blue... I placed him, he was normal, but I got no error. I tested the map out, colossus was normal, and I got multiple errors(some for the dark templar).
So I deleted the DarkTemplar_Specular texture I tried using, and removed that from the DT Events+... reload the game, BAM! Colossus was blue.
WHY?
Sludgewater works on the Dark Templar.
You are indeed going to have to do a White HDR / Opacity event on your unit to make it look anywhere near like the Placement ingame. It must be an m3 property for placement.
Here's a pic of Silver_Placement colossus with white 10hdr / .25 opacity, white 5hdr Sludgewater DT.
Well, it's not your imagination. I tried to change the diffuse to Silver_Placement.dds and I got expression 1 error in game, and no skin change. I changed it from Silver_Placement.dds to assimilator_holo and it worked fine.
I tried Silver_Placement.dds on the StoneZealot and it worked fine for it.
It seems there are some textures you can't (at least not yet??) place on certain models. Like for instance, you can put Sludgewater.dds on most units, but not on Colossus. You get "expression 1" error in game. Same thing is happening to the Dark Templar and silver_placement.
However, if you are going for the actual 'see through' glowy effect, I think you might be out of luck, maybe.
For now, possibly apply a Protoss_holo texture to your unit, apply an Opacity and white HDR multiplier on unit birth?
Anyways, bed time for me, I'll check back in about 8ish hours.
Also managed to modify the Stone Zealot. for some reason, I wasn't able to modify the Stone Zealot before but now everything seems to be working great. I tried modifying the 'glow lines' but I can't seem to modify them? Unless of course, it's Player Color dependant.. hrmm..
EDIT: Indeed the glow lines on Stone Zealots are 'team colors', bah... that sux!
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@DrSuperEvil: Go
Add the term 'AT' and then select Effect from the dropdown. That should fix that.
The event should look something like this...
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@Sherlia: Go
Have you tried setting your magazine unit as 'AI Tag for Temporary Unit' in the Unit - Flags field?
0
My "WoW Warlock in SC2" map has the warlock that gets 4 extra spells if he's in demon form. Demon Form places a buff on the Warlock, and the 4 abilities can only be seen on the command card and used when the Buff is active on the Warlock.
I used Requirement along the line of
All you would need to do is the same basically, except have your buffs be a permanent duration.
Alternatively, You can use the Enable/Disable Ability field in the behavior's Modifications + field. You specify which ability is enabled by the buff. You just set the ability as default disabled.
OH, and this should really be moved to the Data Section.
0
@cinicraft: Go
Assets / Textures /
http://forums.sc2mapster.com/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/
0
I have no problem if you want to use the Hulking Horror Uber I "made" a while back, but if you already have the map posted on BNet, why would you wait until AFTER you complete the map in full to give credit where it's due? Credit should be given the minute you use something that someone else did wether the map is complete or not.
I'm thinking it might take a while to reach that stage(completed) since you yourself are hoping to get a data editor on your team/to help you out.
The map was posted so that other people could learn and see how it was done(and to get their own ideas), not so it could straight up be taken and thrown into their map with NO credit whatsoever, and without even asking.
It's not like I'm inactive on the site or just disappeared off the planet and there was no way to even message me to ask.
It's just polite to ask is all. Some people would be livid.
0
@PSGMud: Go
Lets do it! LOL. stupid blizzard.
0
This thread made me vomit in my mouth. And I think I liked it... lol. Damn those are some crazy PCs.
0
@GodsFury: Go
You might have to remove the footprint for it to be able to move... If that's what you want.
If you want your mutalisk to be elevate, just change the units' Stats - Height? to like 3.75 or 4.
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@Zolden: Go
If your ability is unable to target land, it's because the FIRST effect of your ability has Targets+ set to Unit Point. Change it to Target Point/Unit Point or Target Point, it should now be able to target land.
0
@Zolden: Go
Give the ability an arc of 360, then your building will be able to use it since it won't have to turn to cast it.
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@TheAlmaity: Go
Here's another texture you might want to try on your heroes for a blue glow-effect. Xelnagaturret_spec. Here it is below, white 5hdr / .5 opacity. 2scale Marauder Kill Squad. Compared to the Holo Colossus... it's much brighter and I think much more along the lines of what you want :)
0
I tried using DarkTemplarSilver_Placement on the colossus... when I placed the Colossus in the map, when I was choosing a place to drop him, he was blue... I placed him, he was normal, but I got no error. I tested the map out, colossus was normal, and I got multiple errors(some for the dark templar).
So I deleted the DarkTemplar_Specular texture I tried using, and removed that from the DT Events+... reload the game, BAM! Colossus was blue.
WHY?
Sludgewater works on the Dark Templar.
You are indeed going to have to do a White HDR / Opacity event on your unit to make it look anywhere near like the Placement ingame. It must be an m3 property for placement.
Here's a pic of Silver_Placement colossus with white 10hdr / .25 opacity, white 5hdr Sludgewater DT.
0
@TheAlmaity: Go
Well, it's not your imagination. I tried to change the diffuse to Silver_Placement.dds and I got expression 1 error in game, and no skin change. I changed it from Silver_Placement.dds to assimilator_holo and it worked fine.
I tried Silver_Placement.dds on the StoneZealot and it worked fine for it.
It seems there are some textures you can't (at least not yet??) place on certain models. Like for instance, you can put Sludgewater.dds on most units, but not on Colossus. You get "expression 1" error in game. Same thing is happening to the Dark Templar and silver_placement.
However, if you are going for the actual 'see through' glowy effect, I think you might be out of luck, maybe.
For now, possibly apply a Protoss_holo texture to your unit, apply an Opacity and white HDR multiplier on unit birth?
Anyways, bed time for me, I'll check back in about 8ish hours.
0
@TheAlmaity: Go
Oooooh, you are lucky mister! I'll take a quick look right now. After that, off to bed for me.
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@Obatztrara: Go
I'm working on it :)
Also managed to modify the Stone Zealot. for some reason, I wasn't able to modify the Stone Zealot before but now everything seems to be working great. I tried modifying the 'glow lines' but I can't seem to modify them? Unless of course, it's Player Color dependant.. hrmm..
EDIT: Indeed the glow lines on Stone Zealots are 'team colors', bah... that sux!