Field High Templar
Event 73 - UnitMovementUpdate.*.Walk:StatusSet ShadowCreate 1
Send StatusSet ShadowCreate 1
If i change the "1" to "0" then there is no shadow or anything trailing the high templar. Is there anyway to Edit the shadow or is it simply yes or no to having one?
There has to be an animation or some form of data that has to do with when a High Templar walks. There is a blue'ish trail behind him that i would love to Edit or get my hands on but i can not find it in the data editor. help?
Hi guys. Im looking to hire/commission someone to make a 1v1 melee map for me. The map needs to be 100% done and completed by sept 25th. If you think youre capable of doing this in that time frame while maintaining a High standard of quality, please email me at anathema.zerg at gmail.
Please note zero payment will be given until i have played the map and verified it is complete and of quality. Im looking for the best here!
Thanks.
a simple 1v1 melee map can be literately anything... Even the size of the map has to be known. a 255x255 map is a lot different than a 64x64 map, do remember this web site is full of map makers so we know our stuff pretty good. I am currently busy with a few other things but you need to provide about a mountain of information to create something out of nothing.
I am just wondering one thing. why do 99% of the arcade games have an AI that is almost completely dumb. See i am pretty sure that in a normal game (melee) that there is quite a bit of Micro'ing your units around. But in the arcade computer its non-existant. I am creating a game where atleast the AI is pretty dam good. not this "A-Move" crap like the others have. Example: Hellions have 5 range and are fast. so why would they STAND there and die from zealots.. WHAT? got to be kidding me...
Returns an order to change the autocast mode for an ability command. This is primarily for use in "issue order" and "issue order for unit group" actions.
So all i have to do is make the triggering unit the raven or like detector then turn off the autocast to baneling burrow. Imagine how the marines must feel walking over that. bahahahaha.
As the title says, i was wondering if you could make a trigger turn off an Auto Cast ability, not remove the ability, just so it will not cast any more. Here is what i am thinking of doing. Have banelings burrow when enemy units close in and have the explode like land mines when say a marine walks over it. But i want that auto burrow turned off if they have a raven that can see a burrowed unit. Or can this only be done in the DATA editor with validators?
0
Found this.
Field High Templar Event 73 - UnitMovementUpdate.*.Walk:StatusSet ShadowCreate 1 Send StatusSet ShadowCreate 1
If i change the "1" to "0" then there is no shadow or anything trailing the high templar. Is there anyway to Edit the shadow or is it simply yes or no to having one?
0
There has to be an animation or some form of data that has to do with when a High Templar walks. There is a blue'ish trail behind him that i would love to Edit or get my hands on but i can not find it in the data editor. help?
0
a simple 1v1 melee map can be literately anything... Even the size of the map has to be known. a 255x255 map is a lot different than a 64x64 map, do remember this web site is full of map makers so we know our stuff pretty good. I am currently busy with a few other things but you need to provide about a mountain of information to create something out of nothing.
0
I am just wondering one thing. why do 99% of the arcade games have an AI that is almost completely dumb. See i am pretty sure that in a normal game (melee) that there is quite a bit of Micro'ing your units around. But in the arcade computer its non-existant. I am creating a game where atleast the AI is pretty dam good. not this "A-Move" crap like the others have. Example: Hellions have 5 range and are fast. so why would they STAND there and die from zealots.. WHAT? got to be kidding me...
0
Found this.
Order > Function > Change Auto cast Mode:
Returns an order to change the autocast mode for an ability command. This is primarily for use in "issue order" and "issue order for unit group" actions.
So all i have to do is make the triggering unit the raven or like detector then turn off the autocast to baneling burrow. Imagine how the marines must feel walking over that. bahahahaha.
0
As the title says, i was wondering if you could make a trigger turn off an Auto Cast ability, not remove the ability, just so it will not cast any more. Here is what i am thinking of doing. Have banelings burrow when enemy units close in and have the explode like land mines when say a marine walks over it. But i want that auto burrow turned off if they have a raven that can see a burrowed unit. Or can this only be done in the DATA editor with validators?