Hello, I am trying to figure out how the new miss chance system works that Blizzard added to the editor.
They write in the description of the patch notes: "Ground units attacking targets on higher cliff levels can also have a bonus miss chance, which can be modified in Game Data."
I check damage effects, weapons, behaviors, but I can not find any fields that enables me to modify the miss chance when shooting uphill.
I have just combined two Hatcheries and rotated them and placed them next to each other. But I would like it to be a real model with a basic birth animation, some kind of basic death animation, attachment points, an icon and wireframe.
If you are interested, PM me and we can discuss the payment!
Hello, this should be easy, but I can not get it to work...
I want an ability on a unit. When it uses the ability, it has to click on a structure. The unit will move very fast to that structure. It does not obey other orders until it has reached its destination or the structure is destroyed. If possible, the ability can be canceled.
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Hello,
any idea how to make each point of armor reduce all damage by 10%?
0.957910014513788
You are a treasure for this community
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The Protoss ships in the background look amazing!!! When will you release them?
0.957607624055209
Love that spore host!
0.956680497925311
Omg, when will these models be released? :O
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Thanks for the advice!
For future generations reading this:
I changed the value in the field Weapon High Ground Chance To Miss is the gameplay settings to 0.5.
Then I changed a weapon, for example "Stalker - Particle Disruptors", go into Options -> Uncheck "Never Miss".
Now Stalkers have 50% miss chance when attacking uphill.
Do this for every unit you want to have a miss chance :)
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Hello, I am trying to figure out how the new miss chance system works that Blizzard added to the editor.
They write in the description of the patch notes: "Ground units attacking targets on higher cliff levels can also have a bonus miss chance, which can be modified in Game Data."
I check damage effects, weapons, behaviors, but I can not find any fields that enables me to modify the miss chance when shooting uphill.
Anyone knows?
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Hooray! Many great changes! I am not sure I dare to open the editor now since my mod will crash, it has happened before :O
Has anyone experienced any issues?
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Create a new Actor with Model Addition and a new Model type CModel.
Go to Events of your new Actor and add Unit.Birth (Your unit) and Create.
Go to your new Model and add HitTestSphere.m3 in the Model field.
Your unit should now be selectable ingame. Let me know if you need pictures/screen shots.
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Hello,
I have a unit with 200 hp. I have another unit that deals 100 damage per attack.
I give the unit with 200 hp a buff with Modify Fraction set 0.9. The other unit attacks it and deals 90 damage. Perfect!
I change Modify Fraction set to 0.8. That other unit attacks it and now it deals 81 damage. What??
I change Modify Fraction set to 0.7. That other unit attacks it and now it deals 70 damage. Good!
I change Modify Fraction set to 0.6. That other unit attacks it and now it deals 61 damage. WHAAT??
Why is the damage dealt 81 and 61? It should be 80 and 60... It is so strange O_o
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I have attached a model on top of the Barracks.
When the Barracks gets a specific buff, I want the model on top to start rotating for as long as the buff is there.
Any ideas how to make that work?
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Hello everyone,
I have created this Zerg structure in the editor: https://imgur.com/a/JhlLUfu
I have just combined two Hatcheries and rotated them and placed them next to each other. But I would like it to be a real model with a basic birth animation, some kind of basic death animation, attachment points, an icon and wireframe.
If you are interested, PM me and we can discuss the payment!
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Hello, this should be easy, but I can not get it to work...
I want an ability on a unit. When it uses the ability, it has to click on a structure. The unit will move very fast to that structure. It does not obey other orders until it has reached its destination or the structure is destroyed. If possible, the ability can be canceled.
Any ideas how to approach this ability?
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I have an ability that channels a periodic effect for 10 seconds. When I go to the ability, I click "Show progress" and there I select "Channel".
When the unit starts to channel the ability, a progress bar appears above the unit but it is not moving. It only stays at 0. No progress happens.
Any idea how to make a progress bar appear above a unit when it channels a spell?
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Thanks! :)