• 0.96311475409836

    posted a message on [Solved]Automated refinery (and other race ones too) not working.

    So does the unit have a Resource type behaviour?

    Posted in: Data
  • 0.962655601659751

    posted a message on [Solved]Automated refinery (and other race ones too) not working.

    Under the Units data type.

    Posted in: Data
  • 0.9625

    posted a message on [Solved]Automated refinery (and other race ones too) not working.

    You checked the Behaviour: Built On field? That needs to include the geyser and the parent unit. Under the Behavior: Behaviors -Behavior field you must include the resource behaviour.

    Posted in: Data
  • 0.963934426229508

    posted a message on How to make a unit die after a set time? [Solved]

    All timed life units use a Buff behaviour with a duration that uses a suicide (Kill flag enabled) Damage effect on the source as the final effect.

    Posted in: Data
  • 0.963455149501661

    posted a message on [solved] Alarak Destruction Wave Cursor. Where is it?

    You using the same map for looking for the actor you are testing?

     

    The actor only is in the Co-op mod as a Quad type actor.

    Posted in: Data
  • 0.962879640044994

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    1. The game only supports one type of creep with the texture set under the Terrain Types data type.   Creep might be able to be simulated using a Splat model as a Model actor and then validating placement relative to distance from the "creep source" units.

    2. Check the requirements of the behaviour applied. If this site still supported SC2 maps I would point to my infected creep demo map. Just use an aura from the creep source unit that has a Model type actor that uses a splat model to represent the creep. Again the creep growth/decay would not be supported.

    3. For AOE weapons just use a Damage effect with splash like the siege tank weapon. Else use a Search Area effect that then does your other stuff. For weather effects use triggers to apply an effect at a point and use a Create Persistent effect that uses a periodic Search Area effect. With the gas a periodic damage effect would be enough if you set the splash filters to biological as required. With the nanite turret give it an autocast ability with a 360 degree arc that channels a Create Healer effect. The burrowing is a Morph ability and you will need to look at your tower model in the cutscene editor to see if it has the right animation. My advice is to read the tutorial on making a healing well. Else look at the mothership cloaking field.

    4. So you are modifying the Queue ability of the command centre to have 2 production slots? Why not just change the Art: Model field of the command centre Unit actor?

    5. If the model lacks the correct animation then it probably is using an .m3a file to give it the animations. Use the actor events under the Unit actor to play the correct animation using the Animation Bracket Start action probably under an Actor Creation event

    Posted in: Data
  • 0.962795941375423

    posted a message on [Solved]A few noob questions about various issues.

    1. Place some units belonging to player 15 (Hostile).

    2. Under the Weapons data type the Weapon: Target Filters field. Set both air and ground flags to allowed (not required or excluded). For the animation of the melee attack you need to go to the Unit type actor for the unit. Go to the actor events and add a new event on Actor Creation that uses the Animation Set Time Scale (Absolute) action.

    3. Those colours are the pathing types of the footprint. Grey means no pathing modification applied, yellow applies unbuildable, red is no ground pathing, green applies ground pathing (think bridges) and blue applies cliff (think scalers like colossus). With the footprint editor under the value field you set what kind of pathing to paint and then left click the grid window to apply it. Use None to remove any previously placed pathing. The placement layers are the flags required for unit placement/applied to terrain by the footprint. With the placement layers each colour represents a different set and what flags the set uses are defined under the Define Set button. For example the footprints for zerg buildings require creep on tiles of their placement check. To make irregular shapes adjust the brush size and resolution as needed and then get creative.

    4. Squibs are small trail like actors that come off target actors when an action actor registers an impact (eg. a weapon hitting). That field determines the art used for the squib. For example you expect sparks to fly when hitting a metal unit like a siege tank but not a flesh unit like a zergling which you expect to have blood splatter. You can also make custom Squib type actors for abilities eg. Ghost Nuke Explosion.

     

     

     

    Posted in: Data
  • 0.962371721778791

    posted a message on Rock The Cabinet Top 10 Revealed

    If you do win, do not forget to announce that SC2Mapster still exists.

    Posted in: General Chat
  • 0.962457337883959

    posted a message on [Solved] Changing Base damage + Bonus damage problems

    Combine the two. On the down side it will still be green in color.

    Posted in: Data
  • 0.962285714285714

    posted a message on [Solved] Changing Base damage + Bonus damage problems

    Under the Damage effect there is a flag to collapse the buffed damage values. The field is called Effect: Display Flags.

    Posted in: Data
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