So I am trying to use the firebat model for a mod, there are 2 things I'm trying to do.
Actors:
I'm trying to get the hellion to morph into the firebat like in BlizzCon, which I can do to some degree.
Create/Destroy works fine with Actors, but selection circles stand still unless I click a new unit and then reselect.
Also, not sure how to 'create' an animation while the unit morphs.
Any ideas?
Animations: I would like to create a secondary animation for the firebat with blue flames, is this possible with RGB somewhere?
Anyone know how the hellion fire changes blue? Cause I see no actor or effect change from pre-ignitor upgrade.
Dependencies:
When adding the Campaign dependency to the Mod/Map it activates all the extra different unit stats. Like Scourge are buildable and so are things like wraiths, and creep tumors aren't invisible. Is there a way to not have the Campaign dependency over-write Multiplayer units?
Some of the easier things are in my map, which I updated/published today on NA:
Burrow banes
Hydra speed
Ultra Charge
Reaper Regen
Warhound
Thor (Not completed)
Mass recall (remade to comply)
Hellion morph (no visual change, need to figure out something better)
I prefer the data editor... If anyone wants to help me with it, within context to this project, it would be appreciated.
My mod is public, if you give credit - feel free to use parts of it, or post to other regions.
So you are "HoTS in WoL - Tal'Darim Altar" creator? well done. Thank you for publishing public, I've been looking at it/playing it.
I started my project yesterday and it's up as Zjat's HotS, but it's epic buggy... stupid mistakes... And I haven't learned triggers or spells yet...soo... Good luck all. My stuff is public, but I doubt you need me... ><
Hi my name is Zjat (Hi Zjat)
I come to these forums as a borderline newb to the editor. But currently have a mod up and running, and the goal of this mod is to make melee mode a bit more dynamic, nerfing some things and making others stronger, but attempting to keep unit costs all the same, save maybe build time.
I really need help testing, and so this is not the first thread overall, but figured it wouldn't hurt to put it in here as well since I recently joined looking for help with triggers from this community, so I might as well ask for some help from those that might be interested here also.
The melee mod is meant for balancing the game as it is. Legacy mode, is for added units and upgrades to expand the dynamic choices of the game, testing things potentially from alpha/beta of WoL and when more is known of HotS multi, units from its alpha/beta as well.
xZJATx #526 American Bnet servers, I'm using online and open for chatting, but not always for playing cause my net sucks.
Yeah... Idk how to do this... I really have no idea what I'm doing when it comes to using game mode / trigger stuff.
As in, I'll need a bit more explanation to what you said, if you can pls.
Hi, I'm new here :D I'm working on a map and trying to use a drop down 'legacy' option with on/off values in the creation screen. I think I have the on/off values figured out, but that is as far as I can go it alone. The goal is that when legacy is 'on' that certain units and abilities are allowed for all players of the game, and if it is off for them to be grayed out or removed. (grayed out is preferred atm, especially if it is easier)
I understand that I need to use triggers for this and what I have so far is:
Local Variables
gamemode = No Attribute ID <Attribute ID (Game)>
Actions
Variable - Set gamemode = Game Mode
General - Switch (Actions) depending on gamemode
Cases
General - If (Legacy)
Actions
Player Group - For each player Player in (All players) do (Actions)
Not sure if I'm on the right path. Help is sooo appreciated.... pls/thx
0
You could possibly create an aura/region in which units cannot decelerate. Not sure if this would work though, just some think-craft.
0
So I am trying to use the firebat model for a mod, there are 2 things I'm trying to do.
Actors: I'm trying to get the hellion to morph into the firebat like in BlizzCon, which I can do to some degree. Create/Destroy works fine with Actors, but selection circles stand still unless I click a new unit and then reselect.
Also, not sure how to 'create' an animation while the unit morphs. Any ideas?
Animations: I would like to create a secondary animation for the firebat with blue flames, is this possible with RGB somewhere? Anyone know how the hellion fire changes blue? Cause I see no actor or effect change from pre-ignitor upgrade.
Dependencies: When adding the Campaign dependency to the Mod/Map it activates all the extra different unit stats. Like Scourge are buildable and so are things like wraiths, and creep tumors aren't invisible. Is there a way to not have the Campaign dependency over-write Multiplayer units?
Any and all help is appreciated! Thx! -Zjat
0
Some of the easier things are in my map, which I updated/published today on NA:
Burrow banes Hydra speed Ultra Charge Reaper Regen Warhound Thor (Not completed) Mass recall (remade to comply) Hellion morph (no visual change, need to figure out something better)
I prefer the data editor... If anyone wants to help me with it, within context to this project, it would be appreciated.
My mod is public, if you give credit - feel free to use parts of it, or post to other regions.
0
Looks like I'm not the only one working on this...
http://www.teamliquid.net/forum/viewmessage.php?topic_id=278603
So you are "HoTS in WoL - Tal'Darim Altar" creator? well done. Thank you for publishing public, I've been looking at it/playing it.
I started my project yesterday and it's up as Zjat's HotS, but it's epic buggy... stupid mistakes... And I haven't learned triggers or spells yet...soo... Good luck all. My stuff is public, but I doubt you need me... ><
0
Hi my name is Zjat (Hi Zjat) I come to these forums as a borderline newb to the editor. But currently have a mod up and running, and the goal of this mod is to make melee mode a bit more dynamic, nerfing some things and making others stronger, but attempting to keep unit costs all the same, save maybe build time.
I really need help testing, and so this is not the first thread overall, but figured it wouldn't hurt to put it in here as well since I recently joined looking for help with triggers from this community, so I might as well ask for some help from those that might be interested here also.
Changes can be found here: http://us.battle.net/sc2/en/forum/topic/3341757391
The melee mod is meant for balancing the game as it is. Legacy mode, is for added units and upgrades to expand the dynamic choices of the game, testing things potentially from alpha/beta of WoL and when more is known of HotS multi, units from its alpha/beta as well.
xZJATx #526 American Bnet servers, I'm using online and open for chatting, but not always for playing cause my net sucks.
0
@Helral: Go
Yeah... Idk how to do this... I really have no idea what I'm doing when it comes to using game mode / trigger stuff. As in, I'll need a bit more explanation to what you said, if you can pls.
0
Hi, I'm new here :D I'm working on a map and trying to use a drop down 'legacy' option with on/off values in the creation screen. I think I have the on/off values figured out, but that is as far as I can go it alone. The goal is that when legacy is 'on' that certain units and abilities are allowed for all players of the game, and if it is off for them to be grayed out or removed. (grayed out is preferred atm, especially if it is easier)
I understand that I need to use triggers for this and what I have so far is:
Local Variables
gamemode = No Attribute ID <Attribute ID (Game)>
Actions
Variable - Set gamemode = Game Mode
General - Switch (Actions) depending on gamemode
Cases
General - If (Legacy)
Actions
Player Group - For each player Player in (All players) do (Actions)
Not sure if I'm on the right path. Help is sooo appreciated.... pls/thx