however i have to get a lot of stuff like.. Tv and recliner chair and lamps and stuff. It's a house / Dollhouse. Is it possible to import stuff from 3ds max into the editor? If so, that'll make things SOOOO much easier.
That's what I thought too. But you might want to go with a more classic (SCI) approach. Don't ask what the approach is, but I know it worked in SCI with the invincible anti-wall units..
However, this solution would require a lot of units, so I suggest having only a single "path finder" that constantly runs through the maze. This path blocker would have collision with your "defence", but not with the creeps running the maze. It could even be used to find the optimal path for smart-creeps o.O
It's like quantum physics: the pathfinder takes every single possible path at once, then arrives at the destination using the most efficient one.
Set the movement speed or acceleration to 0 for the ghost (or a copy of the ghost) :P
Make a weapon as Quickshot14 suggested.. probably can just replace the effect of the weapon with a "spawn baneling" and make the baneling target the ghost's target.
1. Creating a turret that faces in one direction down a lane, and can only fire at units that are BOTH in its lane and not behind it. Similar to how Popcaps' Plants vs Zombies game plays.
This might be rather simple with just one lane, but once you stack 2+ lanes on top of each other, it becomes a different store.
Can you not make the firing angle 0, and the rotation speed 0? Simply point the tower in the right direction, and let it fire!
Here's mine:
3. Make a (siege tank) turret point towards the point where an ability was casted when the siege tank uses a (custom) ability.
Not sure why this isn't working :(
The tank should also play it's firing animation. I think I got this part to work..
You do not need to detect the change if another trigger causes the change. Simply, after the change, call the trigger/function that should occur following the change. There is a Run Trigger command, or you can use a custom action. No events = less execution time :)
0
PLEASE use the search function. There's 3+ threads on this already.
0
Make the Ability a Instant ability, not a Target ability. When you make an ability you can select.
EDIT: Sorry, I think the setting is under Effect, not Ability.
0
Currently impossible > Link.
You cannot walk both over and under a "terrain" at the moment.
Yes. There are a few tutorials out there on how to change unit tint. I imagine you just max the tint in all three colours (RGB?) and it'd be white.
0
Seems you want this?
M3 Exporter
0
That's what I thought too. But you might want to go with a more classic (SCI) approach. Don't ask what the approach is, but I know it worked in SCI with the invincible anti-wall units..
However, this solution would require a lot of units, so I suggest having only a single "path finder" that constantly runs through the maze. This path blocker would have collision with your "defence", but not with the creeps running the maze. It could even be used to find the optimal path for smart-creeps o.O
It's like quantum physics: the pathfinder takes every single possible path at once, then arrives at the destination using the most efficient one.
0
Set the movement speed or acceleration to 0 for the ghost (or a copy of the ghost) :P
Make a weapon as Quickshot14 suggested.. probably can just replace the effect of the weapon with a "spawn baneling" and make the baneling target the ghost's target.
0
Can you not make the firing angle 0, and the rotation speed 0? Simply point the tower in the right direction, and let it fire!
Here's mine:
3. Make a (siege tank) turret point towards the point where an ability was casted when the siege tank uses a (custom) ability.
0
It has nothing to do with models/actors.
Go to your Dark Templar.
Add Stimpack to his abilities.
Go to Buttons and add the Stimpack button to his command card.
Link the Button to the Stimpack ability.
This will only work for Stimming the DT, so his/her attack speed will be increased, hp will take damage, etc.
I assume you would like to create a custom ability, but this should be a good start.
0
I have the same problem. http:forums.sc2mapster.com/development/map-development/3195-help-unit-turning/#p12
0
Try:
0
Give it the "Gather" ability of some unit, such as MULES, SCVs, Probes, or Drones.
0
@ Above two.
You do not need to detect the change if another trigger causes the change. Simply, after the change, call the trigger/function that should occur following the change. There is a Run Trigger command, or you can use a custom action. No events = less execution time :)
0
Simpler one >> http:www.udmod.com/showthread.php?655-Hero-Creation
Less functionality (no items), but performs your required tasks. Except abilities. But it should get you started.
0
Try right-clicking and duplicating an ability instead of copy-pasting it.
Make sure you link your abilities properly as well :) You need an unit, a button, an ability, and some effects for the ability.
0
Can't you pan the Camera to a point? What's the difference between panning to a point and to a unit?