How would one set the default animation of a baneling to rolling so its always rolling, even when standing still? I took a look at the Events for the Baneling actor, but couldn't exactly figure out which to manipulate to change its animation.
I followed the hero tutorial on this site (also on http://rpg-exploiters.com/guides-strategies/starcraft-2-galaxyedit-complete-hero-tutorial/) and I made a hero and tried to add an ability to have a level requirement. I tried twice fresh, and am quite sure I did everything correctly. However, I am having trouble with the Hero Stimpack as used in the example. I'm thinking it has to do with the behavior,
The 1 at the end seems random, but if I delete it it deletes the whole second part of the statement. My marine hero has the stimpack available from the start, and I changed this behavior a couple times, but still no luck. Any help would be appreciated.
I have mine with a similar setup but my problem is that I want to apply an area of effect damage over time to the units that survive the initial impact which your spell does not feature. Your setup looks fantastic so far though, keep it up :)
I'm trying to create a custom Fireball ability. I want this to damage the target and those around it with less damage the farther away from the target, and then applying a period damage effect to those that survive in the area (Something like 15 every 1s, for 5s). I can do the damage but am having trouble with the DoT aspect.
I'm not sure if I can apply a kind of "debuff" or something similar, but what I have tried to do is create a region at the target where any unit in it takes the damage. The only problem I'm having is moving the region to the target and applying its effect. I somehow made it so whenever I cast I take a single tick of damage instaed. I fooled around for an hour or so and just can't seem to fix it...
I'm just starting getting into the editor and trying to make a monorail.
So far I've done:
I did this by just give a unit the model of a monorail and then making it strafe (monorail model default move direction makes it move sideways) so it looks like its along the track. I then made it so the actor changes direction when it enters the region (corner) but for whatever reason it only works on one region so I did this by just timing events until I can thing of a better way.
Anyway, has anyone had better luck before I keep fiddling around with this?
Is it possible to rotate an attached actor? For instance, if I attach a zergling to the head of a marine, can I make that zergling face backwards? I tried to make a trigger to rotate, but it always just rotates the main actor instead of the attached one.
I'm trying to mess around with attaching actors/models but I'm wondering how do I change the size of what I attach? For instance, if I attach a Proton Cannon to the head of a Marine via trigger can I change its scale with triggers or does that require a custom actor or unit? Basically I want to attach a smaller actor to a unit.
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How would one set the default animation of a baneling to rolling so its always rolling, even when standing still? I took a look at the Events for the Baneling actor, but couldn't exactly figure out which to manipulate to change its animation.
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@Peacon: Go
If you click the ability and go to Cost+, you can set the cooldown etc at the bottom and what it costs to cast or research.
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@MaMasToast: Go
Yes but can't you just change the size of the attached floodlight?
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@Mugumaster: Go
You could try to attach a floodlight to the ghost then setting its scale to something small.
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I followed the hero tutorial on this site (also on http://rpg-exploiters.com/guides-strategies/starcraft-2-galaxyedit-complete-hero-tutorial/) and I made a hero and tried to add an ability to have a level requirement. I tried twice fresh, and am quite sure I did everything correctly. However, I am having trouble with the Hero Stimpack as used in the example. I'm thinking it has to do with the behavior,
CountBehavior(HeroLevel2,CompleteOnlyAtUnit) < {Hero Level 2 }1
The 1 at the end seems random, but if I delete it it deletes the whole second part of the statement. My marine hero has the stimpack available from the start, and I changed this behavior a couple times, but still no luck. Any help would be appreciated.
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@Nothing5: Go
I have mine with a similar setup but my problem is that I want to apply an area of effect damage over time to the units that survive the initial impact which your spell does not feature. Your setup looks fantastic so far though, keep it up :)
0
I'm trying to create a custom Fireball ability. I want this to damage the target and those around it with less damage the farther away from the target, and then applying a period damage effect to those that survive in the area (Something like 15 every 1s, for 5s). I can do the damage but am having trouble with the DoT aspect.
I'm not sure if I can apply a kind of "debuff" or something similar, but what I have tried to do is create a region at the target where any unit in it takes the damage. The only problem I'm having is moving the region to the target and applying its effect. I somehow made it so whenever I cast I take a single tick of damage instaed. I fooled around for an hour or so and just can't seem to fix it...
Edit: Solved
I modified a couple triggers and managed to fix it. Here's the result if anyone is interested. http://static.sc2mapster.com/content/files/427/628/pyrotestfail.SC2Map
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I'm just starting getting into the editor and trying to make a monorail.
So far I've done:
I did this by just give a unit the model of a monorail and then making it strafe (monorail model default move direction makes it move sideways) so it looks like its along the track. I then made it so the actor changes direction when it enters the region (corner) but for whatever reason it only works on one region so I did this by just timing events until I can thing of a better way.
Anyway, has anyone had better luck before I keep fiddling around with this?
0
Is it possible to rotate an attached actor? For instance, if I attach a zergling to the head of a marine, can I make that zergling face backwards? I tried to make a trigger to rotate, but it always just rotates the main actor instead of the attached one.
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@Callex: Go
I used an actor message.
Actor - Send Actor Message (SetScale .25, .25, .25 0) to main actor unit of Marine [xxx,xxx]
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I'm trying to mess around with attaching actors/models but I'm wondering how do I change the size of what I attach? For instance, if I attach a Proton Cannon to the head of a Marine via trigger can I change its scale with triggers or does that require a custom actor or unit? Basically I want to attach a smaller actor to a unit.
Actually I figured this out so nm :)