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Starcraft 2 editor lighting regions
Starcraft 2 editor lighting regions













Generally it's just : "Unit Group - Pick each unit in (Any units in Banelings owned by player Any Player matching (No Value), with at most Any Amount) and do (Actions)" and then do action with the picked units. The logic is a little bit different in Starcraft II Editor. EDIT: CAN BE CLOSED NOW! I'm just stupid. You can see what it looks like in the image below. You can use it to create entirely new lighting arrangements, as well as using any of the existing lighting assets in the game. Couldn't it be as simple as the WC3 Editor? The Lighting Window is an interface for altering and previewing lights within the Editor. All I find in "Add a Unit to Unit Group" with Region is "Unit attached to Region" which is nonsense. The tricky part (which should be REALLY simple) is creating a unit group who are standing in a Region. Now all I want to do is: Create a Unit Group of all the units in this particular area and order an issue (to attack the player). So a player enters "RegionDoor", and a few units are being created at the position/region "EvilGuys". I want to do a very similar function in Starcraft II but I'm new to Starcraft II and can't find the trigger/function. Unit Group - Add all units of (Units in CreepsTopLeft ) to TopLeftCreepsGroup.Time - Elapsed game time is 0.00 seconds.I even opened my WC3 editor after those 2 years to look at the trigger: That was quite simple there, something happens, they spawn, and then I had a trigger that added units within Region 001 to Unit Group "X". It was about a region and neutrals spawning in this region (periodically) if they're dead/or not in the region (similar to Dota neutrals). Now I had a trigger in one of my WC3 maps which was quite simple. (Activision Blizzard) (in English).So I've been mapping for a time back then in Warcraft III and now starting with Starcraft II. There is bonus damage towards, 'light, armored, biological, and massive.' Knowing a unit's damage bonuses will be very important in knowing what to use to counter certain units. Buildings also fall under the 'armored' armor class.Īttacks on the other hand are a bit more varied. ↑ 3.0 3.1 At the moment, there is 'light' and 'armored' armor classes.So if you see two missiles firing out of a unit, that's going to be two separate hits. We have been pretty good so far about making sure that the graphics match the number of hits. It doesn't matter how many shots you fire at once, we calculate each hit separately. Įach missile has the bonus and the reduction calculated separately.ĭamage is added up on a per hit basis. If the old system of “explosive, concussive” and “small, medium, large” was used, then Marines would take reduced damage from a Siege Tank. And in the case of the Siege Tank, its Siege Mode deals 60 damage, so it deals 60 damage to all ground units. Therefore, Zerg units (which are usually biological) take 35 damage when attacked by Archons. For example the Archon’s base damage is 25, and deals an additional 10 damage against biological targets. And then, depending on the attack’s property, additional damage may be dealt when attacking units with specific attributes. Units’ attacks always do at least 100% of the damage value shown on the screen. Damage calculation is also different from the previous game. You can probably tell from looking at the Archon, but not all units are divided into. For example, the Ultralisk has “heavy armor – biological – giant” attributes, whereas the Archon has the “psionic” attribute. ↑ 1.0 1.1 Light armor, heavy armor, biological, mechanical, giant, psionic, etc.In Co-op Missions, enemies with the "Robotic" attribute can be taken control of with the Reclamation ability of Energizers, but not by the hero unit Karax ability in the Legacy of the Void campaign or the "Heroes from the Storm" mutation. "Hover" and "Robotic" appear in the Galaxy Map Editor for StarCraft II, but apply to no units in standard Versus games. This attribute indicates that the unit is resistant to "control effects" or it has significant "plot armor" within the Campaign story.ĭetector, Heroic, Massive, Psionic, Structure, Summonedīiological was originally called "fleshy," light was called "light armor," armored was called "heavy armor," and massive was called "giant." In the Campaign, some units are marked by a Heroic attribute. Units can then have two additional attributes from the following: SCVs and Hellbats are both biological and mechanical.Archons are neither biological nor mechanical.Units are either biological or mechanical.Archons, Ghosts, Banelings, Zerg cocoons, Queens, and Ravagers are neither light nor armored.Units are either melee, ranged, or have no attack.Units have Attributes from the following 4 categories: There are restrictions on which Attribute combinations are valid.















Starcraft 2 editor lighting regions