QUOTE(SiKawticPaladin @ Aug 3 2005, 03:19 PM)
So, wireframes are controlled by Unit ID, which we cannot change... correct?
About the sounds it makes... can we change that? or is that also non-modify-able?
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I'll make a map and post it later changing these. I posted vaguely on how to achieve it earlier, but the reason it is not done a lot is it is not practical. Although RPG's might be able to use it.
QUOTE(DT_Battlekruser @ Aug 3 2005, 05:34 PM)
Err, yeah you need to set the flingy speed there on hte ultralisk... Yes, what is the offset for flingy speed? *glances at discipleofadun*
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Flingy speed is an interesting variable. You need to set it before you create the unit. When SC makes a unit, it reads the movement control of a unit(flingy or Iscript), and if it is flingy it will set that value into the units individual data. So, your triggers should do this before creating the unit.
Change Ultralisk Movement Control to Flingy
Change Flingy Speed and Acceleration for the Ultralisk
QUOTE(Psi @ Aug 3 2005, 06:16 PM)
Because the Probe Subunit Attack range is 0, which would make the Probalisk sit there until I order it to attack.
You are correct, it does matter. However after switching to Flingy MovementType, the Ultralisk is directed to use it's speed and accel values from the Flingy.dat, which are both 1. StarCraft usually ups these "1" values to their actual amounts during the Ultralisk Iscript execution, which is now disabled.
The problem is not with AI's, it is with the attack range being less than the physical buffer around the Ultralisk, because the Probe flingy makes the unit smaller, whereas the buffer is remaining the same. He can't touch other unts at all.
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That buffer is the Units.dat dimension variables. I know, not well named. A brief description of how it is used should be at the bottom of my list. On it, the entries go Marine X1, Marine Y1, Marine X2, Marine Y2, Ghost X1, so on...