ued is Umojan. ued is just an easy name convention I currently use. I do plan to rework that race a bit, whenever the building get released that is.
there's a lot to take in there, most that I don't agree for balance reasons or a preference for this race over another just because it does not have this over it has this. thank you for bug report. the last blizzard patch did some strange things. also please be more detailed on life and weapon upgrades and to which level or faction
Getting the same issue, was hoping for a solution here
Edit: well, 5 mins after posting (this took me much longer), here's the solution to a 4 year old question for anyone else who might get this problem. you want to look under turrets, and there's a hidden actor for said turret. the actor "Warp Prism Phasing Rotate Turret", duplicate that, and link that to the duplicated turret that is ued in the to the duplicated warp prison.
Playing Purifiers Vs AI Zerg, it did indeed full lock freeze my computer that I had to reboot, which i thought was not possible. this was 5mins and 1s in and i get the Spinning wheel on cursor, able to move the mouse around but only that. This is beyond my scope to fix and I recommend not using ai (unless its only zerg ai).
Went through the colonial units and they could use some more work. Marines aim down to the toes of the enemy, rush tank seems to fire in three places, building with the landing pad has glowing dots that rotate when they should not, refinRy has a 3d light in mid space, blue smoke when buildings do queue animation, rocket launcher man arms go crazy, falcon attack and move/stop animation a little buggy. When I think I Am done modding your new creations always tempt me to do more.
Thank you. This was the cause of my duplicate command center land ability not showing up. I was at this for days and could not figure it out and would never have guessed setting "revive type" unit from command center to the copy of the command center would fix this
The Umojan Battle-cruiser Loki is missing some animations from the "ArcadeBattlecruiser.m3" like Siege mode from the map Starbattles Omega from the arcade, which uses the ArcadeBattlecruiser.m3 and not the Battlecruiserloki.m3 version.
I was making a mod where Viking shoot missiles from the ground like Goliaths. if you just and only just add the new weapon to the unit the missiles fire from one point rather then the intended 2 points. This is fixed by adding attachment points to the missile's actors. So What I leaned is how to have missiles fire at what point(s) and in what order.
For ground assault vikings, if I where to add the Goliath weapon to the unit, would the model need changes or could it be done in the editor to have the missiles shot from the correct launch attach points?
edit: nvm, attachment points do exist just gota learn how to rig it to work.
0
ued is Umojan. ued is just an easy name convention I currently use. I do plan to rework that race a bit, whenever the building get released that is.
there's a lot to take in there, most that I don't agree for balance reasons or a preference for this race over another just because it does not have this over it has this. thank you for bug report. the last blizzard patch did some strange things. also please be more detailed on life and weapon upgrades and to which level or faction
0
Getting the same issue, was hoping for a solution here
Edit: well, 5 mins after posting (this took me much longer), here's the solution to a 4 year old question for anyone else who might get this problem. you want to look under turrets, and there's a hidden actor for said turret. the actor "Warp Prism Phasing Rotate Turret", duplicate that, and link that to the duplicated turret that is ued in the to the duplicated warp prison.
0
Playing Purifiers Vs AI Zerg, it did indeed full lock freeze my computer that I had to reboot, which i thought was not possible. this was 5mins and 1s in and i get the Spinning wheel on cursor, able to move the mouse around but only that. This is beyond my scope to fix and I recommend not using ai (unless its only zerg ai).
@mixheart what os you using?
0
Went through the colonial units and they could use some more work. Marines aim down to the toes of the enemy, rush tank seems to fire in three places, building with the landing pad has glowing dots that rotate when they should not, refinRy has a 3d light in mid space, blue smoke when buildings do queue animation, rocket launcher man arms go crazy, falcon attack and move/stop animation a little buggy. When I think I Am done modding your new creations always tempt me to do more.
0
Thank you. This was the cause of my duplicate command center land ability not showing up. I was at this for days and could not figure it out and would never have guessed setting "revive type" unit from command center to the copy of the command center would fix this
0
The colonial models available for download? On battle.net/sc2mapster? Or still working on them?
0.937971952535059
Segoi!
0.937938478143551
The Umojan Battle-cruiser Loki is missing some animations from the "ArcadeBattlecruiser.m3" like Siege mode from the map Starbattles Omega from the arcade, which uses the ArcadeBattlecruiser.m3 and not the Battlecruiserloki.m3 version.
0
Is that team color white or yellow? Team color emmsive like the blackops warchest units might fit the white armor ued well.
0.942718723282987
So many Xel'naga air units, I love it. Be interesting if there was a xel'naga stargate. more xel'naga base than protoss base with more edges
0
well yea, it's look for the mod under "mod"....."C:\Program Files (x86)\StarCraft II\Mods" to be specific
if you are publishing a map online it needs to be linked to the mod on battle.net and not the one on your pc.
0
link the map to the battle.net version as a dependence? then every time you open the map for the first time it will ask for battle.net loggin.
0
Could you do a reskin of the war pig marines but using the gun from blackops/ jimmy gun without the knife?
0
I was making a mod where Viking shoot missiles from the ground like Goliaths. if you just and only just add the new weapon to the unit the missiles fire from one point rather then the intended 2 points. This is fixed by adding attachment points to the missile's actors. So What I leaned is how to have missiles fire at what point(s) and in what order.
0
For ground assault vikings, if I where to add the Goliath weapon to the unit, would the model need changes or could it be done in the editor to have the missiles shot from the correct launch attach points?
edit: nvm, attachment points do exist just gota learn how to rig it to work.