If you're trying to do a lightcycle race thing, why not do a check every once in a while and replace long lines of the same model with a single model thats as long as all the smaller ones? It'd be a bit tricky to script but thats one way of saving unit count I can think of!
edit:Figured it out
I was wondering if someone could explain all the required events and actors/effects required to get a beam working properly. I've been looking at the disruptor beam as an example but I just cant figure it out :(
To achieve this I did this:
Create 1 new unit, the marine egg. create a standard unit actor for it as well. set its model to the zerg egg or whatever.
create 2 "create unit" effects. set 1 to spawn your marine, and 1 to spawn your egg.
Create 2 new "buff" behaviors. name 1 marine egg spawn and the other marine spawn
set the duration for each according to whatever you like. In the marine spawn behavior set "effect - final" to kill (generic kill command)or w/e its called, so the egg dies when the buff runs.
now create 1 new ability. set the ability type to "behavior", and set "data - behaviors" to your spawnegg behavior you made.
now add this ability to your thor and its command card and when you click it, it should spawn an egg after a short delay, then the egg should spawn a marine and the egg should die.
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Could you rip algalon for me? He's so cool =)
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Its the On under Behaviorname
my behavior was named auraon :)
Check out the example map if you get stuck on that again.
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Here's the method I use to get that aura effect! Basically I create a "model" type actor and in the events i set:
Behavior.AuraOn.On
Create
Behavior.AuraOn.Off
Destroy
Here is an example map to show The attachment methods and stuff
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If you're trying to do a lightcycle race thing, why not do a check every once in a while and replace long lines of the same model with a single model thats as long as all the smaller ones? It'd be a bit tricky to script but thats one way of saving unit count I can think of!
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I've not had luck using the model color param. Plus tint lets you tweak HDR! :D
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edit:Figured it out
I was wondering if someone could explain all the required events and actors/effects required to get a beam working properly. I've been looking at the disruptor beam as an example but I just cant figure it out :(0
To achieve this I did this: Create 1 new unit, the marine egg. create a standard unit actor for it as well. set its model to the zerg egg or whatever. create 2 "create unit" effects. set 1 to spawn your marine, and 1 to spawn your egg. Create 2 new "buff" behaviors. name 1 marine egg spawn and the other marine spawn set the duration for each according to whatever you like. In the marine spawn behavior set "effect - final" to kill (generic kill command)or w/e its called, so the egg dies when the buff runs.
now create 1 new ability. set the ability type to "behavior", and set "data - behaviors" to your spawnegg behavior you made. now add this ability to your thor and its command card and when you click it, it should spawn an egg after a short delay, then the egg should spawn a marine and the egg should die.
or just add that unit to the build que. w/e :D