Hello everyone, I was looking into the possibility of adding shield animation to non-protoss units with shields. I know the basics of creating actor events and linking actors with models. Does anyone know what exactly I'd need to do to create default shield animations for a non-protoss unit who has shields, and have them behave like they do for protoss units (only active with shields on). Also, how to scale them unit by unit?
I have some imported images I wanted to use as buttons and I was wondering how to "buttonize" them. Is it possible to do this with a few settings, or must the image be specifically tailored? by making it button-like I mean it should have the default SC borders in the correct race colors, should highlight slightly when you run the mouse over them etc.
If anyone feels like making it, I could use a dark colossus model. It should look like the other dark protoss, but for a colossus. If you can make a green weapon animation too, that would be awesome. Thanks in advance!
I'm trying to create an upgrade in using the XML editor that will increase seeker missile's speed. I have created a reference: <EffectArray Reference= "Mover,HunterSeekerMissile,MotionPhases[1].MaxSpeed"
However this is not working. There are 4 motion phases, what is the correct way to reference them? I though the first motion phase would be MotionPhases[1], then MotionPhases[2] and so on, but apparently not.
sorry for necro, but this is still an issue for me. Since I only need to prevent more than a certain amount of abilities from being bought, is there a way I can do it with shared charges, kind of like learning hero abilities upon leveling up?
I'm making requirements for my map, and I need to make a number of purchasable abilities, of which you can only have a certain number of in total before they all grey out. I wonder If there's a better way to do it than create an expression for every possible eventuality. I also need to do the same thing for a number of different buyable units.
marine attack is not a projectile, but marauder shells are. any attack that's a ray or in which you don;t actually see anything flying to the target is not a projectile and won;t be stopped by PDD.
You could also decrease PDD starting energy if this fix doesn't work.
Ok, so I am using the data editor in advanced view to modify some upgrades. I want to change and upgrade that increases the damage of most to all of the units in my map, so I add some new effects in the "upgrade" list: for example, I want the damage upgrade to increase the archon weapon damage by 3, so I create a new effect and set the parameters right. I did this for a while, created 5 or 6 effects. Then I went to look at another upgrade, and changed some things there. I came to look back at the previously mentioned upgrade, and I realized some of the effects I added had simply disappeared. Note that the upgrade I was modifying was quite large (150+ effects). Does anyone know what is happening here? it makes it impossible to edit because it's like the map is changing while I work.
Income cap is a problem.
I had a huge income advantage last game:
10000 (next leading player had 7000)
17000 (next leading player had 13000)
but at the end of the game it all caps out at 27000, everyone has the same strength, all your hard work is wasted and sudden death means that if you happen to be lucky and ace a wave, you win. The start of this map is very fun but the end is meaningless if you are facing some players who know what they're doing.
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Nah, I just need the standard shield anims. Thanks for the help, I'll try this out!
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But I don't need new models... just help implementing current ones :l
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Hello everyone, I was looking into the possibility of adding shield animation to non-protoss units with shields. I know the basics of creating actor events and linking actors with models. Does anyone know what exactly I'd need to do to create default shield animations for a non-protoss unit who has shields, and have them behave like they do for protoss units (only active with shields on). Also, how to scale them unit by unit?
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Is there a Mac version for this?
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I have some imported images I wanted to use as buttons and I was wondering how to "buttonize" them. Is it possible to do this with a few settings, or must the image be specifically tailored? by making it button-like I mean it should have the default SC borders in the correct race colors, should highlight slightly when you run the mouse over them etc.
0
If anyone feels like making it, I could use a dark colossus model. It should look like the other dark protoss, but for a colossus. If you can make a green weapon animation too, that would be awesome. Thanks in advance!
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Oh ok, thanks a lot for explaining! I assumed some options just weren't included in non-XML for the sake of simplicity.
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I'm trying to create an upgrade in using the XML editor that will increase seeker missile's speed. I have created a reference: <EffectArray Reference= "Mover,HunterSeekerMissile,MotionPhases[1].MaxSpeed" However this is not working. There are 4 motion phases, what is the correct way to reference them? I though the first motion phase would be MotionPhases[1], then MotionPhases[2] and so on, but apparently not.
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sorry for necro, but this is still an issue for me. Since I only need to prevent more than a certain amount of abilities from being bought, is there a way I can do it with shared charges, kind of like learning hero abilities upon leveling up?
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I'm making requirements for my map, and I need to make a number of purchasable abilities, of which you can only have a certain number of in total before they all grey out. I wonder If there's a better way to do it than create an expression for every possible eventuality. I also need to do the same thing for a number of different buyable units.
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Eu doesn't seem to be updated :/
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marine attack is not a projectile, but marauder shells are. any attack that's a ray or in which you don;t actually see anything flying to the target is not a projectile and won;t be stopped by PDD. You could also decrease PDD starting energy if this fix doesn't work.
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oh, thanks, helpful ^^
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Ok, so I am using the data editor in advanced view to modify some upgrades. I want to change and upgrade that increases the damage of most to all of the units in my map, so I add some new effects in the "upgrade" list: for example, I want the damage upgrade to increase the archon weapon damage by 3, so I create a new effect and set the parameters right. I did this for a while, created 5 or 6 effects. Then I went to look at another upgrade, and changed some things there. I came to look back at the previously mentioned upgrade, and I realized some of the effects I added had simply disappeared. Note that the upgrade I was modifying was quite large (150+ effects). Does anyone know what is happening here? it makes it impossible to edit because it's like the map is changing while I work.
0
Income cap is a problem. I had a huge income advantage last game: 10000 (next leading player had 7000) 17000 (next leading player had 13000) but at the end of the game it all caps out at 27000, everyone has the same strength, all your hard work is wasted and sudden death means that if you happen to be lucky and ace a wave, you win. The start of this map is very fun but the end is meaningless if you are facing some players who know what they're doing.