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I'm a bit stuck creating a unit that can leap at units, like the Raptor and Hunter strains of the Zergling and Baneling in the campaign.
I've given the unit Cliff Jumper as Mover (which causes it to jump cliffs) I've given the unit HotS Hunter Jump as ability I've disabled the Hunter Jump story mode requirements as safety measures.
But it doesn't leap. I have the feeling I'm missing something small.
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Perhaps a behavior missing?
Also, story mode abilities are layered/have requirements in an "evolution" architecture which I was too lazy to beat (I blocked on kerrigan's attacks but basically same thing applies). I do know I was better off not using them and circumventing the issue altogether.
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No offense to anyone meant but, "simple" does not mean short. Putting as much info in your post helps a lot to help. <3
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I was wondering about melee units and how the attacks function and whether you could adjust the figures to perform a moving shot of sorts. I've tried a lot of different stats and none seem to have changed anything can anyone point me in the right direction?
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On July 09 2015 23:47 Ovid wrote: I was wondering about melee units and how the attacks function and whether you could adjust the figures to perform a moving shot of sorts. I've tried a lot of different stats and none seem to have changed anything can anyone point me in the right direction? As far as I know the phoenix is an attack move unit...? Do elaborate if applicable.
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On July 10 2015 00:12 fluidrone wrote:Show nested quote +On July 09 2015 23:47 Ovid wrote: I was wondering about melee units and how the attacks function and whether you could adjust the figures to perform a moving shot of sorts. I've tried a lot of different stats and none seem to have changed anything can anyone point me in the right direction? As far as I know the phoenix is an attack move unit...? Do elaborate  if applicable.
So for example the mutalisk, it can do moving shot correctly if by itself or not blocked by its seperation radius. I was wondering if it was possible to replicate that with a ground unit not to make a perfect moving shot/attack but one that is possible. Since what happens is there's a huge delay/deceleration after the attack before you can move. And yes I did change the when the units allowed to attack as Slowing rather than None.
edit- My current thinking is that it's something to do with how the attack is handled, the moving shot units all use a projectile and I feel like all the unit has to do is launch it and then it can continue allowing the attack to be instant and allowing the unit to then be issued move command instantly since I have tried to isolate what it is by trying to get a drone to behave like a mutalisk by copying exactly all the values in the main mutalisk body and the attack. So I'm going to try and give a drone a projectile attack and see if I can make it moving shot.
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Has there been any mainstream or semi-mainstream map which has used unbuildable plates other than at the bottom of the main ramp? I'm wondering if there's some other creative use for them, like blocking island expansions or FFE's at a particular location in the natural.
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No, they have been used as island/gold blockers before on maps, but none of those ever hit ladder so they never got played.
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your Country52797 Posts
On July 10 2015 04:38 [UoN]Sentinel wrote: Has there been any mainstream or semi-mainstream map which has used unbuildable plates other than at the bottom of the main ramp? I'm wondering if there's some other creative use for them, like blocking island expansions or FFE's at a particular location in the natural. I was thinking of using them for a temporarily unbuildable center if I ever make another map. <.<
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On July 10 2015 06:52 The_Templar wrote:Show nested quote +On July 10 2015 04:38 [UoN]Sentinel wrote: Has there been any mainstream or semi-mainstream map which has used unbuildable plates other than at the bottom of the main ramp? I'm wondering if there's some other creative use for them, like blocking island expansions or FFE's at a particular location in the natural. I was thinking of using them for a temporarily unbuildable center if I ever make another map. <.< I can't remember the last time I saw someone build something in the middle of the map though?
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your Country52797 Posts
On July 10 2015 07:09 OtherWorld wrote:Show nested quote +On July 10 2015 06:52 The_Templar wrote:On July 10 2015 04:38 [UoN]Sentinel wrote: Has there been any mainstream or semi-mainstream map which has used unbuildable plates other than at the bottom of the main ramp? I'm wondering if there's some other creative use for them, like blocking island expansions or FFE's at a particular location in the natural. I was thinking of using them for a temporarily unbuildable center if I ever make another map. <.< I can't remember the last time I saw someone build something in the middle of the map though? It would have bases in the center. I dunno, it's probably not the time for it.
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We do need to see more central bases. A thing we see in a limited context with current maps is mineral lines' ability to function as destructible walls. It's not all the way like in Destination where you have to mine out your backdoor, but it does provide a strategic opportunity. For example, a center double base with the minerals positioned in such a way that two sentries could corral all the SCV's inside with force fields and two HT's could storm the interior while the forcefields are up.
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On July 10 2015 07:52 [UoN]Sentinel wrote: We do need to see more central bases. A thing we see in a limited context with current maps is mineral lines' ability to function as destructible walls. It's not all the way like in Destination where you have to mine out your backdoor, but it does provide a strategic opportunity. For example, a center double base with the minerals positioned in such a way that two sentries could corral all the SCV's inside with force fields and two HT's could storm the interior while the forcefields are up. You want the LR threads to explode in rage and the hammers to mightily ban angry innocent into the Banlands? What kind of sadistic person are you?
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On July 10 2015 07:58 OtherWorld wrote:Show nested quote +On July 10 2015 07:52 [UoN]Sentinel wrote: We do need to see more central bases. A thing we see in a limited context with current maps is mineral lines' ability to function as destructible walls. It's not all the way like in Destination where you have to mine out your backdoor, but it does provide a strategic opportunity. For example, a center double base with the minerals positioned in such a way that two sentries could corral all the SCV's inside with force fields and two HT's could storm the interior while the forcefields are up. You want the LR threads to explode in rage and the hammers to mightily ban angry innocent into the Banlands? What kind of sadistic person are you? Totally! I mean, I know banning all forms of fun is this site's whole schtick, but I miss the good old days when the plebs came to this site only to get banned by the dozen.
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your Country52797 Posts
On July 10 2015 07:58 OtherWorld wrote:Show nested quote +On July 10 2015 07:52 [UoN]Sentinel wrote: We do need to see more central bases. A thing we see in a limited context with current maps is mineral lines' ability to function as destructible walls. It's not all the way like in Destination where you have to mine out your backdoor, but it does provide a strategic opportunity. For example, a center double base with the minerals positioned in such a way that two sentries could corral all the SCV's inside with force fields and two HT's could storm the interior while the forcefields are up. You want the LR threads to explode in rage and the hammers to mightily ban angry innocent into the Banlands? What kind of sadistic person are you? Maybe he's actually a moderator.
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On July 10 2015 09:46 The_Templar wrote:Show nested quote +On July 10 2015 07:58 OtherWorld wrote:On July 10 2015 07:52 [UoN]Sentinel wrote: We do need to see more central bases. A thing we see in a limited context with current maps is mineral lines' ability to function as destructible walls. It's not all the way like in Destination where you have to mine out your backdoor, but it does provide a strategic opportunity. For example, a center double base with the minerals positioned in such a way that two sentries could corral all the SCV's inside with force fields and two HT's could storm the interior while the forcefields are up. You want the LR threads to explode in rage and the hammers to mightily ban angry innocent into the Banlands? What kind of sadistic person are you? Maybe he's actually a moderator.  Maybe you could help that dream come true
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On July 08 2015 22:09 Masemium wrote: I'm a bit stuck creating a unit that can leap at units, like the Raptor and Hunter strains of the Zergling and Baneling in the campaign.
I've given the unit Cliff Jumper as Mover (which causes it to jump cliffs) I've given the unit HotS Hunter Jump as ability I've disabled the Hunter Jump story mode requirements as safety measures.
But it doesn't leap. I have the feeling I'm missing something small.
I think the unit just needs the behavior. For example, the HotS Raptor Jump behavior sets the movers and the HotS Raptor Actor creates the effects using actor events. The Raptor Jump Dust Model is a standalone actor.
It's good practice to make your own custom abilities (probably by copying and changing campaign stuff) instead of just attempting to give existing abilities/behaviours etc to new units.
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How do I make in-game tips? I want it to show up for everyone right when the game starts.
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Is there a way to turn ignore placement requirements off for doodads by default?
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On July 15 2015 05:33 zergJared wrote: Is there a way to turn ignore placement requirements off for doodads by default? Press Shift while pressing the doodad. If you press Crtl while moving the doodad around the doodad will stick to the map grid, on increments of 0.5 units.
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