Hi, I'm trying to create a modified Baneling that on death leaves an acid puddle which deals damage within an area. The damage part works fine - I created a persistent effect that searches the area on death and deals damage.
Question: How can I get an acid puddle model to stay on the screen for a few seconds after the Baneling's death? I haven't played with actors much so I'm very new to this, I assume I would have to add a Baneling Death actor?
One question: whilst the Zealot is attacking he is unable to be issued move commands, is there a way to modify so that I can issue a move command that he will follow after completing his attack?
The add/remove behavior effects both are linked to the behavior, and the Effect: Unit value is set to caster but ingame the Zealot can still freely move.
Hi, I'm working with a friend on creating a mod - we've been trying to figure out how to force the Zealot to complete his attack animation before being able to move, similarly to how they acted in BW. In SC2 if you attack a target with a Zealot, you can instantly issue a move command without the animation completing. Neither of us are experienced with the editor so forgive me if this is a very simple problem.
We've tried changing the damage point, the random attack delay, the period values of his attacks but we can't get it to act how we want it to..
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Hi, I'm trying to create a modified Baneling that on death leaves an acid puddle which deals damage within an area. The damage part works fine - I created a persistent effect that searches the area on death and deals damage.
Question: How can I get an acid puddle model to stay on the screen for a few seconds after the Baneling's death? I haven't played with actors much so I'm very new to this, I assume I would have to add a Baneling Death actor?
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Ah, thank you, now it works. :)
One question: whilst the Zealot is attacking he is unable to be issued move commands, is there a way to modify so that I can issue a move command that he will follow after completing his attack?
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Thanks for the response!
I've tried the add/remove behavior effect but it doesn't seeming to be having any effect, I've probably made an error somewhere..
Here's what I have:
http://i.imgur.com/6i4JhgW.png?1
http://i.imgur.com/28bOuNK.png?1
http://i.imgur.com/hgUhtrW.png
The add/remove behavior effects both are linked to the behavior, and the Effect: Unit value is set to caster but ingame the Zealot can still freely move.
0
Hi, I'm working with a friend on creating a mod - we've been trying to figure out how to force the Zealot to complete his attack animation before being able to move, similarly to how they acted in BW. In SC2 if you attack a target with a Zealot, you can instantly issue a move command without the animation completing. Neither of us are experienced with the editor so forgive me if this is a very simple problem.
We've tried changing the damage point, the random attack delay, the period values of his attacks but we can't get it to act how we want it to..