Hey guys I'm writting for asking you to remake the Replicant model because is not in the HotS editor, but its ability is that's amazing. I'd like it to have the animations shown in the next video:
Hey guys, I'm opening this new thread for making a little tricky question. The problem is the next: I've got a custom unit called Dark Swarm (a copy of the Interceptor in dark model) which is a air-suicide-anti-ground-unit. I want it to, when it detects a unit in X range, decrease its height to be equal as the target unit height, and then suicide damaging an area. I know how to do everything expect the height decresing. The height must be decreased while moving to target.
Thank, I already knew where behavior or validator goes but I only wanted to know an alternative, but know that you have explained to me, that is the only way :)
Thank you very much.
Hey guys, I've been wondering if there's any way on doing it. I have an behavior with a validator of type enymerate area which comperes that there are at least 3 enemies units over a 10 area of the caster. I'd like to apply the buff to the caster but via a passive button that I have created. In the command card I have de button with type passive and on "Behavior" field I've placed my behavior. The problem is that behavior is ot appling to the caster when the validator is true (I mean, there are at least 3 enemies over a 10 area from caster). I don't know what is happening with this but maybe its a problem with the validator.
Hey guys, my problem is the next: In my new map I've got a dialog wich pops up when game starts, which is a difficult choice dialog. I want to know a way of picking difficult via triggers, becuase there are 4 players and everyone can pick difficult. So I want a way on making a voting system for selecting difficult based on number of votes. Please explain really well because I'm not the best on the editor and it's hard to me togo no by myself.
I got the solution, I only needed to make a validator for each Apply Behavior Level Effetc: a validator compering behavior count on the caster, because I made 4 Dummy Behaviors (1 for each level) and when the abilitie of level is used, one dummy is added (the necesary for the level) so only needed to put a validator of Unit Compare Behavior Count for each level changing the Dummy Behavior In each one (I explain: validator level 1 needs Dummy Behavior Level 1, validator level 2 needs Dumy Behavior Level 2 and etc, etc...)
Each behavior (4 levels) has an independient damage effect, but then, every is set in one Set effet like the Firebat ability (Damage and Apply Behavir, in my casr the 4 behaviors).
Hi guys, I have an hero with and ability that allows him to use the viral plasma from the firebat (modifing damage per level) but when I use more than once the ability learn it only applies the level one behavior, not the level 2 or 3 or 4 (when needed)
Any way on solving this without triggergs cuz I want a map free of triggers (I mean the data part: abilities, units, etc.)?
P.D.: solution posted at the end cuz I cannot update don´t know why.
Its easy, I had a similar problem, instead from the center of the unit, missiles/beams launched from the ground. Just add missiles actors (for each missile) and then linked those missile actors to the attacks actors (also 1 for each missile e.g.: Missile Left Attack (Action) Missile Right Attack (Action)). Once you have them linkes, check the Host Launch Site Ops from both the missile and the attack and put in them SOpAttachWeaponLeft (in case of left missile) and SOpAttachWeaponRight (in case of right missile). If the model you want haven't got the necesary attachments points (right click on unit at Previwer -> Show Model Data -> Attachment Points) I think you will not be able of launchin missiles from barrels, unles those "barresls" are attachments to the unit, in that case just put on Host Launch Site Ops the attachment point of barrels.
Hope I help you.
I do not mean it, I mean how to create the bank itself, I've ben looking for tutorials but those tutorials are not enought explained. I know how to apply the buff.
Hi guys, now that I see this opened post I've got a question. Is there any way on refering leech on a button or a weapon tooltipn with referencings for example
<d ref="Effect,YourEffect,Amount"/> ? I've tried with <d ref="Effect,YourEffect,LeechFraction.VitalArray [0]"/> more or less I don¡t remember exactly what did I typed.
0
@Exaken: Go Yes, i know it. Only need the model, any other thing is in the editor. Blizzard why did you remove that lovely model?
0
Hey guys I'm writting for asking you to remake the Replicant model because is not in the HotS editor, but its ability is that's amazing. I'd like it to have the animations shown in the next video:
0
Hey guys, I'm opening this new thread for making a little tricky question. The problem is the next: I've got a custom unit called Dark Swarm (a copy of the Interceptor in dark model) which is a air-suicide-anti-ground-unit. I want it to, when it detects a unit in X range, decrease its height to be equal as the target unit height, and then suicide damaging an area. I know how to do everything expect the height decresing. The height must be decreased while moving to target.
Thanks in advanced.
See this link: http://www.sc2mapster.com/forums/development/data/47284-solved-launch-missile-effect-use-the-caster-as-the/
0
Thank, I already knew where behavior or validator goes but I only wanted to know an alternative, but know that you have explained to me, that is the only way :) Thank you very much.
0
Hey guys, I've been wondering if there's any way on doing it. I have an behavior with a validator of type enymerate area which comperes that there are at least 3 enemies units over a 10 area of the caster. I'd like to apply the buff to the caster but via a passive button that I have created. In the command card I have de button with type passive and on "Behavior" field I've placed my behavior. The problem is that behavior is ot appling to the caster when the validator is true (I mean, there are at least 3 enemies over a 10 area from caster). I don't know what is happening with this but maybe its a problem with the validator.
Thanks in advanced.
0
If you don't mind, could you do a tutorial with images please? I'm not really good at understanding text tutorials haha. Thanks in advanced.
0
Hey guys, my problem is the next: In my new map I've got a dialog wich pops up when game starts, which is a difficult choice dialog. I want to know a way of picking difficult via triggers, becuase there are 4 players and everyone can pick difficult. So I want a way on making a voting system for selecting difficult based on number of votes. Please explain really well because I'm not the best on the editor and it's hard to me togo no by myself.
Thank you in advanced.
0
I got the solution, I only needed to make a validator for each Apply Behavior Level Effetc: a validator compering behavior count on the caster, because I made 4 Dummy Behaviors (1 for each level) and when the abilitie of level is used, one dummy is added (the necesary for the level) so only needed to put a validator of Unit Compare Behavior Count for each level changing the Dummy Behavior In each one (I explain: validator level 1 needs Dummy Behavior Level 1, validator level 2 needs Dumy Behavior Level 2 and etc, etc...)
0
? I don't follow you, what do I have to do for fix it and apply the correct behavior in the necesary level?
0
Each behavior (4 levels) has an independient damage effect, but then, every is set in one Set effet like the Firebat ability (Damage and Apply Behavir, in my casr the 4 behaviors).
0
Hi guys, I have an hero with and ability that allows him to use the viral plasma from the firebat (modifing damage per level) but when I use more than once the ability learn it only applies the level one behavior, not the level 2 or 3 or 4 (when needed) Any way on solving this without triggergs cuz I want a map free of triggers (I mean the data part: abilities, units, etc.)?
P.D.: solution posted at the end cuz I cannot update don´t know why.
0
Its easy, I had a similar problem, instead from the center of the unit, missiles/beams launched from the ground. Just add missiles actors (for each missile) and then linked those missile actors to the attacks actors (also 1 for each missile e.g.: Missile Left Attack (Action) Missile Right Attack (Action)). Once you have them linkes, check the Host Launch Site Ops from both the missile and the attack and put in them SOpAttachWeaponLeft (in case of left missile) and SOpAttachWeaponRight (in case of right missile). If the model you want haven't got the necesary attachments points (right click on unit at Previwer -> Show Model Data -> Attachment Points) I think you will not be able of launchin missiles from barrels, unles those "barresls" are attachments to the unit, in that case just put on Host Launch Site Ops the attachment point of barrels. Hope I help you.
0
Hey guys I present you my 2 custom abilities made with the powerful SC2 editor :)
0
I do not mean it, I mean how to create the bank itself, I've ben looking for tutorials but those tutorials are not enought explained. I know how to apply the buff.
0
Hi guys, now that I see this opened post I've got a question. Is there any way on refering leech on a button or a weapon tooltipn with referencings for example <d ref="Effect,YourEffect,Amount"/> ? I've tried with <d ref="Effect,YourEffect,LeechFraction.VitalArray [0]"/> more or less I don¡t remember exactly what did I typed.