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Staredit Network -> Modding Assistance -> Subterranean Spines [SOLVED]
Report, edit, etc...Posted by Voyager7456(MM) on 2005-10-30 at 13:40:47
Is there a way to make the Subterranean Spines able to go out onto impassable terrain? (Space, water, etc) I've tried many things and I can't seem to get it to work.
Report, edit, etc...Posted by DT_Battlekruser on 2005-10-30 at 14:59:05
I have a feeling you can't. Annoying special things in Starcraft like the spines tend to be hardcoded...
Report, edit, etc...Posted by Forsaken on 2005-10-30 at 18:27:18
There is no need to close the topic because an answer hasn't been given with in a few hours.

For all we know, there is an answer to the problem. Although, the person with the asnwer hasn't had a chance to post yet.


Anyway, On topic:

The Subterranean Spines are in fact, hardcoded into the engine. I remember doing something with them, but I wasn't able to get much done. I think they are kind of like Plague. They are simply, too much work to really do anything worthehile. Hopefully, someone can prove me wrong. Becuase then I'll learn something else! bleh.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2005-10-30 at 19:01:29
That's what I was afraid of. pinch.gif

Ahh well... on to the next concept. smile.gif
Report, edit, etc...Posted by BSTRhino on 2005-10-30 at 21:20:03
Er... of course it's possible... Firebat, Valkyrie, Yamato Cannon in Terran Doom? Hydralisk, Infested Terran in Zerg Doom?

Here's the quick answer: change the sprol42, playfram lines with a sprol, domissiledmg.

Sorry to be real short, I'm writing my dissertation at the moment.
Report, edit, etc...Posted by BroodKiller on 2005-10-31 at 05:50:42
BST's right. SubSpines are not hardcoded, they're more a custom weapon, really...play with it's targeting/explosion/spell properties (With AZ/Arse3) and you'll find this out soon enough.
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