(i'm on eu)
[A] Starcraft 2 Brood War - Page 60
Forum Index > SC2 Maps & Custom Games |
Jetaap
France4814 Posts
(i'm on eu) | ||
Ohdamn
Germany765 Posts
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Jetaap
France4814 Posts
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Retgery
Canada1229 Posts
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MasterReY
Germany2708 Posts
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Jetaap
France4814 Posts
Anyone had this bug before? | ||
Whiplash
United States2928 Posts
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danielrh
34 Posts
Simple question: could you fix the reaver's red cloaking bug like you did for the other units (corsair, valkyrie) by, presumably, removing the specular map? | ||
MavercK
Australia2181 Posts
@Whiplash you can change your hotkeys in the options menu to sc2/sc1 @jetaap sounds odd. i'll look into it. | ||
Superiorwolf
United States5509 Posts
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MavercK
Australia2181 Posts
On November 29 2010 14:53 Superiorwolf wrote: Hey MavercK, do you know if you would be able to combine the Zerg worker rally point and normal rally point into one, like the original? that would be something i'd have to change for both Standard AND Hardcore. i might know a work around but for now you can just use the worker rally hotkey or the button on the command card to re-rally if you accidently stuff it up (i think if you rally to the hatchery it clears the rally?) | ||
kusu
Sweden440 Posts
sorry if I'm wrong lul:> | ||
MavercK
Australia2181 Posts
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lastreason
Romania250 Posts
p.s i think if someonw would make all the units of bw and some maps, everybody would play it | ||
MavercK
Australia2181 Posts
On November 30 2010 02:08 lastreason wrote: omg goons look so nice , reaver not to nice but work needs to be done p.s i think if someonw would make all the units of bw and some maps, everybody would play it im assuming you just mean the unit models. because otherwise you described exactly what my mod is. | ||
MavercK
Australia2181 Posts
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SoMuchBetter
Australia10606 Posts
their splash damage and/or rate of fire needs to be nerfed to accomodate for a functional scarab AI because theyre just so strong atm. | ||
MavercK
Australia2181 Posts
On November 30 2010 14:08 SoMuchBetter wrote: played it for the first time today. reavers are so hilariously strong, plus they can shoot across cliffs and such, as long as its within their attacking range. The scarab will travel huge distances around the map to find a path. their splash damage and/or rate of fire needs to be nerfed to accomodate for a functional scarab AI because theyre just so strong atm. im going to change it for next version. it'll work alot more like Brood War in most ways. but in some ways it will be worse. the Scarab will act like it's a flying unit. it will have no idea how to path around cliffs/ridges/obstacles at all. it will simply press forward. forever. | ||
danielrh
34 Posts
First in the Reaver|Weapons|Weapon category, there is the "pathing ammo unit" I selected my "Weapon -Scarab" unit which started out as a copy of the baneling with a modified mesh, damage and a behavior that caused it to be selfkilled after a timeout. What that did was make it compute the max range using the pathfinding algorithm I believe. There might have been another thing I had to change as well... Let me know if that helps or you want me to dig for more details. | ||
Acritter
Syria7637 Posts
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