I gave the PF the Move ability, set Acceleration to 1000, set Collide to Flying, added the Move to his command card, checked Turnable in the unit flags, set Height to 3, set Lateral Acceleration to 46.0635 (got that number from marine), all Pathing Footprints are set to None, Plane Array is set to Air, Speed is set to 2.25.
After that, you will have to make some adjustments to the weapon if you want it to fire while moving or whatever. I hope you work it out.
Anyway, what you are asking is something I did just a few minutes ago.
I had to extract all of the file in the Base.SC2Data folder from the mod and the map using an MPQ Editor. Then I took the xml code from the mod's files and pasted it nicely into the map's file and reimported into the map using the MPQ Editor again.. I lost all of the names and prefixes on my work, but that is trivial compared to recreating it. Also, I did not try to move over edited things because all of mine were made from scratch. I don't know if two things with the same ID would cause a big problem.
Why not try just taking the normal PF, removing the footprints if necessary, setting it's height, and then change it's plane to Air or whatever it's called. It won't have the flames, but you can justify that the BC's are carrying it. You would also need to change the collision and maybe a couple other things.
Build times are in the Train ability's info+ field.
Cargo is in the unit itself. Would be a field called cargo size iirc.
Building more than one is done in a field called Queue Count in the Queue ability.
Not sure about drop pods, should be a tut about it on the site somewhere.
I tried setting the armor reduction to zero, no effect.
Set the damage amount to 0, still doing 15 damage.
Set the damage chance to 0, no damage was done. It's definitely somewhere in that damage effect or linked to it somehow.
After screwing with it, I went to the Damage Effect and turned on the flag "No Dealt Bonus (Unscaled)" and it worked. Something is giving a bonus to your ability. I cannot tell you what, however.
Edit: Just double-checked by re-downloading the the map. If you check the No Dealt Bonus (Unscaled) flag on the damage effect, it works perfectly.
Edit2: It was your Wisdom attribute. Think that it gives .75 spell damage per point. Magus starts with 5 points. The flame wave hits the enemy 4 times. 5 * .75 * 4 = 15 damage. Done.
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On a side note, this is weird. Probably not related, but weird nonetheless.
EDIT: Now the Active Forum Threads box is broke on the front page, if you didn't catch that. This thread should be in it, and it's not.
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I agree with zelda.
Anyway, this started after the site went down yesterday or the day before.. It still isn't fixed :(
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Well I didn't have anyone to tell me how to do it, so i did it that way and it worked.
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Just got the thing to move around.
I gave the PF the Move ability, set Acceleration to 1000, set Collide to Flying, added the Move to his command card, checked Turnable in the unit flags, set Height to 3, set Lateral Acceleration to 46.0635 (got that number from marine), all Pathing Footprints are set to None, Plane Array is set to Air, Speed is set to 2.25.
After that, you will have to make some adjustments to the weapon if you want it to fire while moving or whatever. I hope you work it out.
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Mods are good imo.
Anyway, what you are asking is something I did just a few minutes ago.
I had to extract all of the file in the Base.SC2Data folder from the mod and the map using an MPQ Editor. Then I took the xml code from the mod's files and pasted it nicely into the map's file and reimported into the map using the MPQ Editor again.. I lost all of the names and prefixes on my work, but that is trivial compared to recreating it. Also, I did not try to move over edited things because all of mine were made from scratch. I don't know if two things with the same ID would cause a big problem.
Anyways, that is what I know.
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if ( Distance to (Move Ability Target) > (Distance to (Teleporter Owned by Player) + Distance from (Teleporter Target) to (Move Ability Target))
Your going to want to click on the part after the > sign, and in the functions find "Arithmetic (Real)".
I can screenshot if you need a better guide.
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Why not try just taking the normal PF, removing the footprints if necessary, setting it's height, and then change it's plane to Air or whatever it's called. It won't have the flames, but you can justify that the BC's are carrying it. You would also need to change the collision and maybe a couple other things.
Build times are in the Train ability's info+ field.
Cargo is in the unit itself. Would be a field called cargo size iirc.
Building more than one is done in a field called Queue Count in the Queue ability.
Not sure about drop pods, should be a tut about it on the site somewhere.
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I believe you are looking for something called Arithmetic. It will then allow you to do math inside the condition.
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There is an action in the trigger editor called "Modify Creep"
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@maverck: Go
Don't joke like that. He is the most anti-sharing person on the board.
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That old lady is creepy as hell.
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You have to do another action called "Show/Hide Dialog".
I don't know why the game defeat isn't working. Shouldn't be in the Map Init trigger anyway.
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He's right.. You're missing the Show Dialog action.
If you can get an IRC client, we do have a channel dedicated to mapping.
http://wiki.sc2mapster.com/irc-information/
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After screwing with it, I went to the Damage Effect and turned on the flag "No Dealt Bonus (Unscaled)" and it worked. Something is giving a bonus to your ability. I cannot tell you what, however.
Edit: Just double-checked by re-downloading the the map. If you check the No Dealt Bonus (Unscaled) flag on the damage effect, it works perfectly.
Edit2: It was your Wisdom attribute. Think that it gives .75 spell damage per point. Magus starts with 5 points. The flame wave hits the enemy 4 times. 5 * .75 * 4 = 15 damage. Done.
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-hugs vjeux lest he be forgotten-