I know I've hit it a few times and it gives me something that looks like that.
[D] Galaxy Editor - Page 21
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Bear4188
United States1797 Posts
I know I've hit it a few times and it gives me something that looks like that. | ||
keV.
United States3214 Posts
On April 25 2010 16:56 Bear4188 wrote: Try hitting CTRL+T I know I've hit it a few times and it gives me something that looks like that. Ah, yea i figured it was some toggle, couldn't find it though. Thanks a ton all good! | ||
saltygrapes
181 Posts
On April 25 2010 16:50 Whyx wrote: Anyone know how to change a spell's graphic? Im trying to change 'snipe' to have the hit graphic of 'force field'. Reason: looks more like a blizzard spell than anything else =] Help is appriciated! go to Data Editor -> Actors -> Create New Object. Make it a Model -> ModelAnimationStyleOneShot and set the Model value to Force Field. You then have to create the events for when the Actor will play, so go to Events+. Create a new Event with these properties: Msg Type: Ability Source Name: Ghost - Sniper Sub Name: TargetCastStart Then for the action, do "Create" I don't know how the animation for force field works, so you may have to create a timer that when it expires, the actor is destroyed, else it might never go away You can set whether you want to attach the actor to the target unit as well, and to what attachment point. But thats the jist :D | ||
SC2Phoenix
Canada2814 Posts
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Kantutan
Canada1319 Posts
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Bear4188
United States1797 Posts
On April 25 2010 17:48 Kantutan wrote: I'm trying to figure out how to make it so other units/structures show the radius of their attack range like siege tanks do, any ideas? View -> Show Terrain -> Show Range Then select the sieged tank. | ||
Kantutan
Canada1319 Posts
On April 25 2010 17:50 Bear4188 wrote: View -> Show Terrain -> Show Range Then select the sieged tank. I mean in-game for other units. So if you clicked on a spine crawler it will show the range for it like the siege tank. | ||
Orly
Belgium28 Posts
On April 25 2010 08:32 ComradeDover wrote: Releasing that code anytime soon? I know a guy with a remake of HBR that would love to get his hands on this for the ridges. Sure, would love to see a game of HBR in sc2. Code is in the triggers, copy paste the triggers under "--- HIGH GROUND ADVANTAGE" comment. Then copy the global intMissChance variable and set it to the miss % you'd want for highground. Let me know if there are any issues, some notes: - Colossus has 100% hit always - Special abilities like Ghost snipe, templar storm always hit. can be changed but seems most logical - Reaper & marauder startattack events are fired too late so the first shot they take to highground is sometimes unaffected by miss. Also, is anyone else getting odd ramp behaviour when launching a galaxy editor map? Units keep doing these jerky movements when crossing ramps | ||
saltygrapes
181 Posts
last wip of this ill post here since its not really a melee map anymore lolplz ![]() | ||
Bear4188
United States1797 Posts
On April 25 2010 17:57 Kantutan wrote: I mean in-game for other units. So if you clicked on a spine crawler it will show the range for it like the siege tank. Is it possible to make custom spell graphics yet? You could make an ability that pretty much just draws a circle on the map with their range. Otherwise check out the data on Xel'naga WTs, Sentry Towers, and Tanks to see if there's something there. | ||
SC2Phoenix
Canada2814 Posts
Also, is anyone else getting odd ramp behaviour when launching a galaxy editor map? Units keep doing these jerky movements when crossing ramps yea i have been getting that also, any 1 know if they can fix this? or is a problem that blizzard did | ||
KobraKay
Portugal4208 Posts
On April 25 2010 18:53 saltygrapes wrote: all you guys maps would look so much better if you took the time to properly texture them >< last wip of this ill post here since its not really a melee map anymore lolplz ![]() wow that looks great! I was really happy for making a viking with the immortal's shield and now im sad again because i could never make such a good looking map! GJ keep posting ![]() | ||
Stormzors
Australia41 Posts
Can't wait till some crazy maps are get made! | ||
Flameberger
United States226 Posts
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keV.
United States3214 Posts
![]() ![]() Some of these look really great, wish I could play them. | ||
jtype
England2167 Posts
Can't wait till we can see some of these maps being used. | ||
PanzerDragoon
United States822 Posts
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CagedMind
United States506 Posts
On April 25 2010 08:12 ORLY wrote: http://www.youtube.com/watch?v=uvkj7SPi2d0 Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small. New map to play vs cpu for now: Just type "!setmissrate 50" to enable high ground advantage with that miss % http://www.mediafire.com/?dq3wzmyhynm I was looking through the triggers and I gotta say I don't understand triggers one bit lol. Didn't see anything that resembled 50% in the high ground advantage trigger group. 50% is too high and 25% is a better number. Stuff like "0 = <interger>" really make no sense to me. How do you know what the hell that does in editor lol. It's not possible in melee is it? | ||
wishbones
Canada2600 Posts
2gig ram, 2gig proccessor, 256mb video card. atm. not upgrading either, but yeah how? edit: I've just tested to see one thing, i clicked file> new> and made the smallest size, so it seems the smaller the map i make the less lag, atm on the smallest possible selection there is no lag whatsoever, wow thats actually a word, chrome didn't correct me lol | ||
Bear4188
United States1797 Posts
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