Recent content by Pragm4

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    Attaching Units to Attachpoints

    Are you sure you searched? http://www.thehelper.net/forums/showthread.php?t=151195&highlight=site+operations
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    How do I change the size/radius of Protoss shields?

    Awesome. It works as described. However, the solution is only a workaround because projectiles fly right through the shield instead of impacting on it. There must be something else to it because other protoss units have a visual radius of 0 and they still have functional shields.
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    How do I change the size/radius of Protoss shields?

    I noticed after enabling shields on a Marauder that the size of the shield is smaller than the Marauder itself. I want the shield to act like what most Protoss shields do. They are slightly bigger than the unit. However, I can't seem to find the data field for shield size. I tried changing...
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    Call To Arms: Attachments

    That tutorial was so pro. I also found out that if you put in a bogus SOp*, the editor will automatically delete it.
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    Projectile units not showing up in game

    Actually, I believe they do show up, but like elementary particles, they show up only briefly, usually not long enough for you to see. When I tried creating a unit, I used Weapon - Marauder, and I was able to see the rocket for a split second before it disappeared. This was with a periodic...
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    Attach Method does not work with Abilities?

    So, I originally had a Marauder fire off custom projectiles from each arm successfully. That worked perfectly using a Weapon and his basic Attack. However, when I changed that by removing his weapon (so he has no normal attack) and instead, gave him an ability that produces the same missile...
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    Terrain Height Issue

    I've done some researching and it seems that dealing with unit Height is a bit frustrating. The editor has two different types of height, based on two different scales, similar to the Kelvin and Celsius scales. Height at Point returns the z value of either Air, Ground, and Glide relative to...
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    Make Launch Missile effect originate from Weapon

    I have your answer. Took me the whole day to figure it out. In your map, go to Actors->Ghost Attack. In the Ghost Attack field, there is a Missile field. Currently it should be something like GhostAttackMissile. Now, you need to manually change it (yeah, this is the hard part) to...
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