Ok you need to make sure its a mover that allow the ammo unit to keep moving. You will probably need to make this from scratch.
Then you put a behavior with a search area effect. If it finds an enemy unit then you do a set with 2 damage effects. One that kills the ammo unit (make sure the ammo unit's invulnerable flag is off) and the other that deals damage to the target unit.
Ok you need to add a turret to the weapon with an arc of something like 20. This will enable them to fire at more than what they are facing. Just make sure the rotation speed is set to 0.
What are the difference between source, target, outer, origin, caster point/unit? I got confused with source, outer and origin..
These are counter-intuitive things in some cases and in many cases their functions overlap. I will try to define as best I can.
This mostly refers to things like ability-effect and ability-effect-behavior chains.
Source: This is pretty much the same as caster. The big difference seems to come when projectiles are used. The unit that is casting the attack and the unit that ordered the attack (source) (or is it vice versa?) may be 2 different things.
Target: This is obvious, the destination point or unit.
Outer: Ok in this case if you have a long effect chain, for instance chain lighting. Outer will enable you to recall the original casting unit or the unit that started the chain in the first place. In the cast of chain lightning the 1st bounce literally has the first hit target casting it on the second target but the damage dealer is still technically the "outer" unit.
Origin: I think this strictly refers to a particular point some effect or ability was casted. Not sure though.
Caster: This is pretty straight forward. This is the unit that casted the immediate effect.
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http://www.hiveworkshop.com/forums/tutorial-submission-660/tutorial-how-team-color-weapons-222553/#post2216273
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Thanks
Ya I wonder if its the same guy. I'm thinking of making a ST map :)
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http://www.hiveworkshop.com/forums/tutorial-submission-660/tutorial-how-fix-terran-build-animations-222323/#post2213934
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Is that seriously a guy from SC1's Federation Dominion?
If so: Hey I'm FD_Sovereign hows it going?
Lookie what I have :P
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Ok you need to make sure its a mover that allow the ammo unit to keep moving. You will probably need to make this from scratch.
Then you put a behavior with a search area effect. If it finds an enemy unit then you do a set with 2 damage effects. One that kills the ammo unit (make sure the ammo unit's invulnerable flag is off) and the other that deals damage to the target unit.
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You can just set the selection radius in the models tab to 0.
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Ok you need to add a turret to the weapon with an arc of something like 20. This will enable them to fire at more than what they are facing. Just make sure the rotation speed is set to 0.
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That would be in the unit's footprint.
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http://www.hiveworkshop.com/forums/general-editor-mapping-659/tutorial-starcraft-2-amphibious-system-215316/
Try that.
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@JacktheArcher: Go
Thanks :)
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These are counter-intuitive things in some cases and in many cases their functions overlap. I will try to define as best I can.
This mostly refers to things like ability-effect and ability-effect-behavior chains.
Source: This is pretty much the same as caster. The big difference seems to come when projectiles are used. The unit that is casting the attack and the unit that ordered the attack (source) (or is it vice versa?) may be 2 different things.
Target: This is obvious, the destination point or unit.
Outer: Ok in this case if you have a long effect chain, for instance chain lighting. Outer will enable you to recall the original casting unit or the unit that started the chain in the first place. In the cast of chain lightning the 1st bounce literally has the first hit target casting it on the second target but the damage dealer is still technically the "outer" unit.
Origin: I think this strictly refers to a particular point some effect or ability was casted. Not sure though.
Caster: This is pretty straight forward. This is the unit that casted the immediate effect.
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I think your best bet is to use ported WoW or WC3 models but especially WoW. They have a lot specific animations that you will probably need.
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A few more:
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@FockeWulf: Go
Just a clarification. The Panzer V model is Ryan's model just my (fail) texture.
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Hey guys,
I figured my modeling skill level was getting to the point where I would do a showcase of the models I've made.
Please bear in mind that I'm still VERY novice and my texturing skills are obviously sub-par.