Hello, i would like to know if one of you experts know of course how can i achieve this tracing effect that the hight templar and void seeker have when they move. High Templar has it all the time, but Void Seeker activates it whenever he uses his Psitrous Oxide ability. This ability increases the speed of the Void Seeker and causes it to leave shadows. This is exactly what i want but with other units. Is it possible to achieve and how exactly? Thanks. Examples are welcome as always.
Do you guys know whats the trigger to keep the inventory windows open. Containers and stuff. Also if you know the trigger to set which container will take items first no matter what order. That should be awesome too. Maps with examples help a lot and makes things more easy too. Thanks.
Well, at least it reports the error now, But anyway, Just like before, to make shields show up, modify the unit's model data to add a shield attachment point, and make sure it has a shield radius and shield squib.
Well, at least it reports the error now, But anyway, Just like before, to make shields show up, modify the unit's model data to add a shield attachment point, and make sure it has a shield radius and shield squib.
2. It depends on how you're doing the texture swap, but if you're doing it by adding new stuff to the Textures tab then applying actor events, just put a .1 second time delay on the texture swap actor event (via Timer actor event).
Is not working. I used the timer event. : TimerSet.UnitName
TimerSet-1.00000,-1.00000
and still the new texture on the unit shows only when hovering to place the unit on the map and on the test run.
I would like to try to import custom textures found here on sc2mapster but i dont really know if its safe to do so. Wont they screw the map? Also, question #2 : If i do so, what can i do to see the custom textures applied in the editor and not just in the test run. Thanks.
Thanks Alexander, found the solution was lying behind the unit actor events. It wasn't an added actor attached to the unit actor but inside the unit actor itself. Thanks.
[SOLVED]! ! ! AFTER A DECADE. GOD. Ok. For those u want to know the answer this might be a little embarrassing but at the same time not, cause who would've known. The answer lies in going to your immortal UNIT ACTOR and inside that ACTOR EVENTS, there is where you go and change the behavior it has to your own custom behavior. Then and only then the shield will go on just like it does when it has the barrier behavior on. God. So glad. The answer to all my prayers. I learned this by working the Thor barrage behavior. It works in a similar way. Is not a model addition actor but the actor of the unit itself that has the key. Inside the events of the actor. Man so happy. Good Luck!!
Hello. I decided to create my own Barrage Ability because i didn't wanted to alter the original one as i usually do. I always want the original one intact as reference. Now here is the problem, I don't have any issues with my persistent effects they are ok, but what i know is that there must be some kind of actor or element that i am missing that is definitely attached to the ability name. I used the original ability and used my effects and it works fine. But when i used my ability even with the original ability persistent effects it doesn't work. So what must this be? This happens to me a lot, hidden actors and stuff.
I think you can't probably because of the shields original color. You could raise the HDR but it won't look too good. At least thats what I've noticed. Now, Dr. Super Evil, one of the site moderators, talked to me about texture swapping and that he has a tutorial for that. Look for him, maybe he could help. Good Luck.
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Hello, i would like to know if one of you experts know of course how can i achieve this tracing effect that the hight templar and void seeker have when they move. High Templar has it all the time, but Void Seeker activates it whenever he uses his Psitrous Oxide ability. This ability increases the speed of the Void Seeker and causes it to leave shadows. This is exactly what i want but with other units. Is it possible to achieve and how exactly? Thanks. Examples are welcome as always.
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Do you guys know whats the trigger to keep the inventory windows open. Containers and stuff. Also if you know the trigger to set which container will take items first no matter what order. That should be awesome too. Maps with examples help a lot and makes things more easy too. Thanks.
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Thanks Terra Azurre. You did it again. Question. Is there a way to do this via triggers so i can apply it to all units? Just wondering.
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@DrSuperEvil: Go
So in there is where you attach the shield then? Sop Attach Shield?
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Where do i add the attachment point?
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How do i do this?
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Ok, ive been encountering this error everytime i add a unit shield. Why is this happening? Can i fix it? How?
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Is not working. I used the timer event. : TimerSet.UnitName TimerSet-1.00000,-1.00000
and still the new texture on the unit shows only when hovering to place the unit on the map and on the test run.
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Ohh nice. Thanks! :)
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I would like to try to import custom textures found here on sc2mapster but i dont really know if its safe to do so. Wont they screw the map? Also, question #2 : If i do so, what can i do to see the custom textures applied in the editor and not just in the test run. Thanks.
0
@DrSuperEvil: Go
Didnt understand it like that. You had to probably been more specific. No worries now. We got it.!
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Thanks Alexander, found the solution was lying behind the unit actor events. It wasn't an added actor attached to the unit actor but inside the unit actor itself. Thanks.
0
[SOLVED]! ! ! AFTER A DECADE. GOD. Ok. For those u want to know the answer this might be a little embarrassing but at the same time not, cause who would've known. The answer lies in going to your immortal UNIT ACTOR and inside that ACTOR EVENTS, there is where you go and change the behavior it has to your own custom behavior. Then and only then the shield will go on just like it does when it has the barrier behavior on. God. So glad. The answer to all my prayers. I learned this by working the Thor barrage behavior. It works in a similar way. Is not a model addition actor but the actor of the unit itself that has the key. Inside the events of the actor. Man so happy. Good Luck!!
0
Hello. I decided to create my own Barrage Ability because i didn't wanted to alter the original one as i usually do. I always want the original one intact as reference. Now here is the problem, I don't have any issues with my persistent effects they are ok, but what i know is that there must be some kind of actor or element that i am missing that is definitely attached to the ability name. I used the original ability and used my effects and it works fine. But when i used my ability even with the original ability persistent effects it doesn't work. So what must this be? This happens to me a lot, hidden actors and stuff.
0
I think you can't probably because of the shields original color. You could raise the HDR but it won't look too good. At least thats what I've noticed. Now, Dr. Super Evil, one of the site moderators, talked to me about texture swapping and that he has a tutorial for that. Look for him, maybe he could help. Good Luck.