Really? That would be cool, but I think the flashing eyes and portrait to match might be needed to be modeled. :/
Wait, I'm not sure what you mean... you mean the glow of light around the wireframe? That's not what I'm looking for. If there are glows around the protoss buildings, though, the models, I mean, then I cannot see them because I have lowest settings on my computer. :/
Hmmm... I'd also like to be able to test it and see it.
Oh, thanks! You should give some feedback in its empty thread. I haven't finished the campaign yet. :) Kheldrun is also being worked on for round 2 in SC2.
Though, I changed the Constant 0 -> Count Unit (KheldrunBurrowed) is Queued or Better because when I burrowed Kheldrun, it would allow me to make a new one. :P
Don't worry, I tested it without the constant, and it seems to work fine.
There's another way of removing requirements: Go to the ability. Click on "Commands+" You'll see a big box that appears. Above, it'll say "Execute," then the ability name, and then something after it called "Use [Ability Name]" Select the line with Execute, and then look down to an open dialog box that says "Requirements" Click the red X in the corner, and it'll remove the requirement for Research.
WARNING: I recommend you make a COPY of the ability first. Otherwise, it'll remove the requirement for ALL the spells for all the units. I did this with my Hydra Hero. He has Burrow automatically researched, and Psionic Storm already researched. They are copies though, so High Templars will still need to research Psi Storm at the Templar Archives.
This is much simpler IMO. I hope I'm not stealing your thunder, though.
More problems: In the requirements area, if you make a requirement using a Count Ability type, it'll clear your selected ability if you you leave and then come back to edit it. The section for selecting the ability is blank, and will not allow you to select a new ability until you change the type or click on another requirement node.
I think I found a problem, whenever I go back to the "Count Ability" part, it blanks out the ability section, and I can't select any abilities until I select "Not equal to", or change the type. :/
Okay, this is a little tricky. Go into the Zergling's actor.
Click on "Events+" in the fields. Now, you'll see a complex window of stuff. Do not panic. Right-click, and select "Add Event" In the selection bars to the right, choose under "msg" = "Ability." "Source Name" = "Name of your ability," and "SubName" = "TargetCastStart"
Now, you'll see a little film icon below the flag. Click on it, and make the msg type = "Animation Play." Then edit the Name to be "Attack" and the Animation Properties to "Attack."
Now test your map. Your zergling should use the "Attack" animation when casting a spell. This is how I made my custom Hydra Hero have an animation when casting Psi Storm. Hope this helps! :)
Um.... okay... I tried it, but Count Upgrade doesn't match the ability (Which is based off the Queen's birth ability). It seems to work, sorta. Again, he dies, the icon lights up and you can build as many as you want. What do I do?
Okay, I also tried using the Queen's birth as a base, and just not have it available when Kheldrun is alive. It works, except once Kheldrun is dead, you can repeatedly build Kheldruns from the Lair over and over and over and make an army of them. :P Not what I intended.
0
Really? That would be cool, but I think the flashing eyes and portrait to match might be needed to be modeled. :/
Wait, I'm not sure what you mean... you mean the glow of light around the wireframe? That's not what I'm looking for. If there are glows around the protoss buildings, though, the models, I mean, then I cannot see them because I have lowest settings on my computer. :/
Hmmm... I'd also like to be able to test it and see it.
0
Oh, thanks! You should give some feedback in its empty thread. I haven't finished the campaign yet. :) Kheldrun is also being worked on for round 2 in SC2.
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I hope everyone is able to d/l the map. Is anyone having problems?
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Oh! I should have thought of the Mothership! LoL!
It works! It works! Thank you!
Though, I changed the Constant 0 -> Count Unit (KheldrunBurrowed) is Queued or Better because when I burrowed Kheldrun, it would allow me to make a new one. :P
Don't worry, I tested it without the constant, and it seems to work fine.
0
There's another way of removing requirements: Go to the ability. Click on "Commands+" You'll see a big box that appears. Above, it'll say "Execute," then the ability name, and then something after it called "Use [Ability Name]" Select the line with Execute, and then look down to an open dialog box that says "Requirements" Click the red X in the corner, and it'll remove the requirement for Research.
WARNING: I recommend you make a COPY of the ability first. Otherwise, it'll remove the requirement for ALL the spells for all the units. I did this with my Hydra Hero. He has Burrow automatically researched, and Psionic Storm already researched. They are copies though, so High Templars will still need to research Psi Storm at the Templar Archives.
This is much simpler IMO. I hope I'm not stealing your thunder, though.
0
More problems: In the requirements area, if you make a requirement using a Count Ability type, it'll clear your selected ability if you you leave and then come back to edit it. The section for selecting the ability is blank, and will not allow you to select a new ability until you change the type or click on another requirement node.
0
I think I found a problem, whenever I go back to the "Count Ability" part, it blanks out the ability section, and I can't select any abilities until I select "Not equal to", or change the type. :/
I don't know if that's THE problem, though.
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26,000!?
It's over 9,000! O_O
[/bad joke]
Sorry, I had to do it.
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Done. :)
Anyone else with ideas can join in (the thread, I mean)!
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Hum. I'm sorry, I forgot you had another thread. I'm not quite certain about that one. :(
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Look at units that have attack animations in their "Events+" field within their actor. Then create the appropriate animation for it. :)
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No. Whoops!
And hey, I like my color scheme! :P
sigh, I tried that and it didn't work. :/ Still resing him like crazy.
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Okay, this is a little tricky. Go into the Zergling's actor.
Click on "Events+" in the fields. Now, you'll see a complex window of stuff. Do not panic. Right-click, and select "Add Event" In the selection bars to the right, choose under "msg" = "Ability." "Source Name" = "Name of your ability," and "SubName" = "TargetCastStart"
Now, you'll see a little film icon below the flag. Click on it, and make the msg type = "Animation Play." Then edit the Name to be "Attack" and the Animation Properties to "Attack."
Now test your map. Your zergling should use the "Attack" animation when casting a spell. This is how I made my custom Hydra Hero have an animation when casting Psi Storm. Hope this helps! :)
0
Um.... okay... I tried it, but Count Upgrade doesn't match the ability (Which is based off the Queen's birth ability). It seems to work, sorta. Again, he dies, the icon lights up and you can build as many as you want. What do I do?
Here's a screenie:
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Okay, I also tried using the Queen's birth as a base, and just not have it available when Kheldrun is alive. It works, except once Kheldrun is dead, you can repeatedly build Kheldruns from the Lair over and over and over and make an army of them. :P Not what I intended.