so after looking on sc2mapster some more and at some general behavior editing stuff, it appears i'm missing those fields for some reason... would you know why?
there's turret enable and disable, but all i see is a field marked weapon. I put the weapon I wanted enabled in it, and when I test it just adds the weapon. It should be under behavior: modification and in the weapons tab, right?
How do I an ability that toggles a weapon from disabled to enabled? I assume i have to have the weapon flag disabled checked, but how do I make the ability for it? I was thinking using a behavior ability and having the behavior give the unit the weapon, but I assume that would be for not having the weapon at all.
I know this would change regular SC2, but you could make fungal growth not affect massive units, and have the alternate corruptor ability be able to target massive units.
I made a ground unit from scratch in the data editor, and it's able to see up cliffs. I don't want it to be able to do it, but I can't find a field that would change it.
I think I have it set up correctly, just i'm not sure how I implement it in the map. I tried doing a custom script, and just pasting what you had after editing it for my needs, but it gave me compile errors.
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@Spoolofwhool: Go
so after looking on sc2mapster some more and at some general behavior editing stuff, it appears i'm missing those fields for some reason... would you know why?
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@Spoolofwhool: Go
there's turret enable and disable, but all i see is a field marked weapon. I put the weapon I wanted enabled in it, and when I test it just adds the weapon. It should be under behavior: modification and in the weapons tab, right?
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@Spoolofwhool: Go
how do I make it enable instead of just add the weapon?
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How do I an ability that toggles a weapon from disabled to enabled? I assume i have to have the weapon flag disabled checked, but how do I make the ability for it? I was thinking using a behavior ability and having the behavior give the unit the weapon, but I assume that would be for not having the weapon at all.
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@SoulFilcher: Go
I know this would change regular SC2, but you could make fungal growth not affect massive units, and have the alternate corruptor ability be able to target massive units.
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@SoulFilcher: Go
what about an ability that slows attack/movement speed?
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@SoulFilcher: Go
Command Centers don't have the cancel button when building an scv. Not that major, but really annoying.
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@morgoth780: Go
i figured out the issue, it was under unit flags
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@DrSuperEvil: Go
it's 0, which is the same as the other ground units.
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I made a ground unit from scratch in the data editor, and it's able to see up cliffs. I don't want it to be able to do it, but I can't find a field that would change it.
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@SoulFilcher: Go
oh i thought it had all of them why haven't you added the others?
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The latest dependencies don't seem to have all of the HotS units, why did you take them out?
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@Rice87: Go
that would be great, thanks!
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@SoulFilcher: Go
originally, swarm hosts could attack air, but it was nerfed, so it does only attack ground now.
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@Rice87: Go
I think I have it set up correctly, just i'm not sure how I implement it in the map. I tried doing a custom script, and just pasting what you had after editing it for my needs, but it gave me compile errors.