2. That number is the bone the attachment point is on. Use an index of either 0 or 1.
You putting the offset in the Combat: Launch Site Ops - Operations field of the Action actor? Remember the order of SOps is important.
3. Under the Art: Beam field of the Action actor insert your beam and make sure there is nothing in the Art: Missile field. For the second beam you probably will need to use Actor Find and an effect to determine the hosting of the launch and impact sites.
With action actors put in the effects used to create the action actor for launch and what you want to cause the impact visuals under impact and attack. It only accepts Launch Missile and Damage effects.
4. Timers in actor events that do not have the Timer Name term being used to create other timers, Create Persistent effects with the Persist Until Destroyed flag not being destroyed, loops in triggers that are not terminated or lots of high polygon models on the screen at once. If I recall you modified flamethrowers to apply some kind of debuff?
1. The stukov eggs use shared charges that spawn eggs which morph into the product unit like the infestor. Checked the Stats: Range field or the effects used when training? I know it uses a launch missile to some placeholder.
2. Index 80? thought right was 0?
What do you want your weapon to do? Action actors determine the launch and impact point and assets (sound or model wise) of a Launch Missile or Damage effect.
You set the Missile type actor correctly?
I never touch the harness since that is the default to any attachment point on the model if it has one.
3. Texture swapped or tinted? The Hosting: Host Impact - Subject and Hosting: Host Launch - Subject determine where it goes. Else use the ::HostLaunch and ::HostImpact system references. Under what conditions do you want a beam since you can make them without an action actor.
Sounds like the impact site is not being hosted correctly.
4. Can do since it is search return number of computations per period. Only lags if you are having it pointlessly searching in the thousands of computations range. Usually you use a n Enumerate Area validator to reduce the number if there are no valid targets nearby.
With your example it would only lag if an army of 100+ zerglings went into the range of all structures at once.
You can use the No Markers validator to stop that since the damage effect applies marker to the target units. Units like the hellion and colossus also use that validator to stop attacking the same targets several times.
You want an Effect - Target type ability that uses a Create Persistent effect. Under the ability the Smart Command flag allows the ability to be linked directly to the mouse click. Use Modify Unit effects as the initial and final effects of the Create Persistent effect to turn the unit/turret to the target. You then need to have a single period on the Create Persistent effect that uses your Launch Missile effect at an offset. Under the Launch Missile effect the Effect: Periodic Effect can be used for collision detection.
1. Use the texture select by ID method. The tutorial by BorgDragon is still valid although the cutscene editor part has changed. I also wrote a more recent version for manipulating skyboxes directly into the wiki.
2. Add Label strings to group tints together and then use the Clear Tint Color actor event action. Tinting it white usually is the default state unless there are other tints involved.
3. No clue about that.
4. File size (usually number of imported models) affects initial load time only.
Under the Actors data type use the AllowHit Test flag in the Art: Model Flags field. Disabling this will disable the hit test allowing you to use the Hit Test Sphere model as an attachment scaled to the correct size.
Use the UI editor. There is an XML line you can add to make it circular and set the start and finish angle. Note that the names of the FillImage frame is important.
For a start SC2 uses Galaxy not Jass (the trigger language of WC3).
To do random chance you will use a Set Variable action definition to set an Integer type local variable using a Random Percent function. You will then have If Then Else action definitions that use Comparison conditions to compare the value of the variable against a Arithmetic (Integer) function of 100 minus a global variable of the Integer type which is your percent chance using a greater than or equals comparator. That way if the random value is larger than the other number it will do your desired actions. If you are storing your units in an array this process could be built into a For Each Integer loop using a second local variable of the Integer type which is used in the loop to correlate unit type with the percent chance.
For the dialogs I would use Label dialog items and Set Dialog Item Text actions that use a Combine Text function and a Convert Integer To Text function. That way you can use your variable for the percent chance to adjust what is displayed next to the fixed text for the unit type.
1. Use a SOp (Rotator) followed by a SOp (Local Offset).
Ok from the further description you probably want to do like the colossus weapon impact where you have a Site(Mover) actor that follows the circular periodic effects of a Create Persistent effect which is used to host your other visuals.
2. You get some omnilight and cone light actors so you would need to create them at the right spots and rotate them to face the impact location of some dummy effect.
I do not know of a way to preview lights but I am not a specialist in that field.
0.966150315547906
2. That number is the bone the attachment point is on. Use an index of either 0 or 1.
You putting the offset in the Combat: Launch Site Ops - Operations field of the Action actor? Remember the order of SOps is important.
3. Under the Art: Beam field of the Action actor insert your beam and make sure there is nothing in the Art: Missile field. For the second beam you probably will need to use Actor Find and an effect to determine the hosting of the launch and impact sites.
With action actors put in the effects used to create the action actor for launch and what you want to cause the impact visuals under impact and attack. It only accepts Launch Missile and Damage effects.
4. Timers in actor events that do not have the Timer Name term being used to create other timers, Create Persistent effects with the Persist Until Destroyed flag not being destroyed, loops in triggers that are not terminated or lots of high polygon models on the screen at once. If I recall you modified flamethrowers to apply some kind of debuff?
0.966033390903857
1. The stukov eggs use shared charges that spawn eggs which morph into the product unit like the infestor. Checked the Stats: Range field or the effects used when training? I know it uses a launch missile to some placeholder.
2. Index 80? thought right was 0?
What do you want your weapon to do? Action actors determine the launch and impact point and assets (sound or model wise) of a Launch Missile or Damage effect.
You set the Missile type actor correctly?
I never touch the harness since that is the default to any attachment point on the model if it has one.
3. Texture swapped or tinted? The Hosting: Host Impact - Subject and Hosting: Host Launch - Subject determine where it goes. Else use the ::HostLaunch and ::HostImpact system references. Under what conditions do you want a beam since you can make them without an action actor.
Sounds like the impact site is not being hosted correctly.
4. Can do since it is search return number of computations per period. Only lags if you are having it pointlessly searching in the thousands of computations range. Usually you use a n Enumerate Area validator to reduce the number if there are no valid targets nearby.
With your example it would only lag if an army of 100+ zerglings went into the range of all structures at once.
0.966111430212521
You can use the No Markers validator to stop that since the damage effect applies marker to the target units. Units like the hellion and colossus also use that validator to stop attacking the same targets several times.
0.966072455434157
You want an Effect - Target type ability that uses a Create Persistent effect. Under the ability the Smart Command flag allows the ability to be linked directly to the mouse click. Use Modify Unit effects as the initial and final effects of the Create Persistent effect to turn the unit/turret to the target. You then need to have a single period on the Create Persistent effect that uses your Launch Missile effect at an offset. Under the Launch Missile effect the Effect: Periodic Effect can be used for collision detection.
0.966239813736903
1. Use the texture select by ID method. The tutorial by BorgDragon is still valid although the cutscene editor part has changed. I also wrote a more recent version for manipulating skyboxes directly into the wiki.
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://sc2mapster.gamepedia.com/Tutorials/How_To_Modify_Skyboxes
2. Add Label strings to group tints together and then use the Clear Tint Color actor event action. Tinting it white usually is the default state unless there are other tints involved.
3. No clue about that.
4. File size (usually number of imported models) affects initial load time only.
0.965842167255595
Under the Actors data type use the Allow Hit Test flag in the Art: Model Flags field. Disabling this will disable the hit test allowing you to use the Hit Test Sphere model as an attachment scaled to the correct size.
0.966212211025489
Good luck progress bars even give me problems. Try asking Pirate on the discord channel.
0.965847813061714
Use the UI editor. There is an XML line you can add to make it circular and set the start and finish angle. Note that the names of the FillImage frame is important.
0.962273395394415
For a start SC2 uses Galaxy not Jass (the trigger language of WC3).
To do random chance you will use a Set Variable action definition to set an Integer type local variable using a Random Percent function. You will then have If Then Else action definitions that use Comparison conditions to compare the value of the variable against a Arithmetic (Integer) function of 100 minus a global variable of the Integer type which is your percent chance using a greater than or equals comparator. That way if the random value is larger than the other number it will do your desired actions. If you are storing your units in an array this process could be built into a For Each Integer loop using a second local variable of the Integer type which is used in the loop to correlate unit type with the percent chance.
For the dialogs I would use Label dialog items and Set Dialog Item Text actions that use a Combine Text function and a Convert Integer To Text function. That way you can use your variable for the percent chance to adjust what is displayed next to the fixed text for the unit type.
0.964763061968408
1. Use a SOp (Rotator) followed by a SOp (Local Offset).
Ok from the further description you probably want to do like the colossus weapon impact where you have a Site(Mover) actor that follows the circular periodic effects of a Create Persistent effect which is used to host your other visuals.
2. You get some omnilight and cone light actors so you would need to create them at the right spots and rotate them to face the impact location of some dummy effect.
I do not know of a way to preview lights but I am not a specialist in that field.