So ya... aczchef was sorta right. My original entry worked, but didn't seem to fit the High Templar really. So I went and made them a new weapon, and this one I think fits real well.
Psionic Wave. In hindsight, maybe should have called it Psionic Beam or something, but whatever. Originally I wanted this to be a TRUE cone shaped spell, starting with 1 offset placed 1 unit away, right infront of the high templar and extending out to 9 distance, with 2offset/distance at the second wave, 3offset/distance at the 3rd, etc. But I ran out of Persistent Offsets.... 32 maximum! Pathetic limitation, in a game that can have trillions of things going on... Ah well. I settled for a 3 pronged wave.
supposedly yes. It was stated in the Blizzard "Rainbow Archon" vid/demo that the portrait was also tinted based on the actor... but I've never found the way how to and I didn't really post or search for it since it's not a big deal.
Adding this to the Marine Actor's Events+ field causes my editor to crash if there is a marine in the map(it crashes instantly) or it will crash when I try placing a marine onto the map.
Scroll down about Halfway. You will see what looks like a command card, it has the Move, Stop, Hold, Patrol, Attack buttons in green. Right around there is how you set the command card up.
You can always use the SEARCH bar at the top right, also. :)
To get to that tutorial listing, just click on Galaxy Wiki - API Docs at the top of the site, then click on 'TUTORIALS' right near the top of that page.
Hmm, you are trying to remove the blur effect from cloak? Your original description isn't very... accurate or understandable.
I'm going to go with you don't want the cloak bluriness....
You could change the default CloakModel and CloakModelLow (in the Model Tab) change both models to Assets/Units/Test/Invisible.m3
then modify each unit that someone can play with, and add an actor event that went Ability.X.On -> Set Opacity 0 or 0.1 or something.... would basically turn them nearly invisible(0.1 or higher) without a bluriness, and completely invisible at 0).
and also Ability.X.Off -> Set Opacity 1 (you can decide the blend in duration)
keep the 'cloak' flag on the ability, though. Cloak = untargetable unless detectable, althought I doubt that's a problem for you since its TPS and you could still shoot them if spraying and get lucky.
Well, you can push the button, create the persistent, put your launch missile into the periodic effect, and make the period count 2. It all depends how exactly you want your missile(s) to do. Launch 1, then it impacts, launches another? Or, launch them at the same time?
You can also add Periodic Duration... going off the top of my head, and modify them to like 0.0000 and add a second one at 0.5000 to the above persistent effect and it would launch the first missile immediately and then the second 0.5 seconds later.
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Perhaps use the 'IsDead' validator?
Duplicate the validator : IsDead (Unnamed) : and specify the unit in the Validator : Unit + field from (None):Target to (Marine):Target or whatnot.
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So ya... aczchef was sorta right. My original entry worked, but didn't seem to fit the High Templar really. So I went and made them a new weapon, and this one I think fits real well.
Think of a lightning strike!
Map Attached 2 posts down.
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Here's my entry.
Psionic Wave. In hindsight, maybe should have called it Psionic Beam or something, but whatever.
Originally I wanted this to be a TRUE cone shaped spell, starting with 1 offset placed 1 unit away, right infront of the high templar and extending out to 9 distance, with 2offset/distance at the second wave, 3offset/distance at the 3rd, etc. But I ran out of Persistent Offsets.... 32 maximum! Pathetic limitation, in a game that can have trillions of things going on... Ah well. I settled for a 3 pronged wave.
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@Vietman: Go
supposedly yes. It was stated in the Blizzard "Rainbow Archon" vid/demo that the portrait was also tinted based on the actor... but I've never found the way how to and I didn't really post or search for it since it's not a big deal.
Adding this to the Marine Actor's Events+ field causes my editor to crash if there is a marine in the map(it crashes instantly) or it will crash when I try placing a marine onto the map.
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@StatusQ3: Go
http://rileystarcraft.blogspot.com/2010/05/tutorial-how-to-create-shockwave.html
Scroll down about Halfway. You will see what looks like a command card, it has the Move, Stop, Hold, Patrol, Attack buttons in green. Right around there is how you set the command card up.
You can always use the SEARCH bar at the top right, also. :)
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@OneSoga: Go
I thought of that but I decided to modify the offsets into a tighter grid, eliminating enough of them so that it's not so bad.
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@StatusQ3: Go
Damnit... only allowed 32 maximum Periodic Offsets... way to ruin my weapon, you bastard Data Limitations!!!
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@akaGrimm: Go
http://wiki.sc2mapster.com/galaxy/tutorials/
Scroll down to Abilities and Effects.
To get to that tutorial listing, just click on Galaxy Wiki - API Docs at the top of the site, then click on 'TUTORIALS' right near the top of that page.
Good Luck.
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@Tekaichi: Go
Hmm, you are trying to remove the blur effect from cloak? Your original description isn't very... accurate or understandable.
I'm going to go with you don't want the cloak bluriness....
I hope that helps.
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@Circulation: Go
Well, you can push the button, create the persistent, put your launch missile into the periodic effect, and make the period count 2. It all depends how exactly you want your missile(s) to do. Launch 1, then it impacts, launches another? Or, launch them at the same time?
You can also add Periodic Duration... going off the top of my head, and modify them to like 0.0000 and add a second one at 0.5000 to the above persistent effect and it would launch the first missile immediately and then the second 0.5 seconds later.
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@sdragoon7: Go
Are you modifying the Actor Events+ field of the actual units that are being dropped?
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@StatusQ3: Go
a Validator is kind of like a check...
If (Unit Has Shields) then Allow Effect.
Unit Has Shields in this case would be the validator.
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@avogatro: Go
I was thinking, maybe add (before Unit must turn) to the Arc Slop description, and (before Unit must chase) to the Range Slop description
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@Reaper872: Go
Doodads can have many effects on gameplay. Think, outside the box~
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@zeldarules28: Go
So if I place 10000 LOS Blocker Weeds or something on a melee map, it won't affect gameplay?