As far as I'm aware, SC2 map files use the extension SC2Map while mod/dependency files have the extension SC2Mod. I think the s2ma extension is something special that is only used by the cache.
Can you use the SC2 Editor to download the mod file then save it in your Mod folder? You can open file...
If you have HotS, I suggest you have a look at the Leap ability (in the campaign data) for the Zergling. It sounds like it is exactly what you are after.
Basically it uses an augment ability (which runs a specified effect when the attack ability is used), and a create unit/launch missile effect...
On your salvage ability there should be an "Effect" property. Make sure this is set to a damage effect that will kill your unit. There are a few existing ones you can use such as "Salvage - Salvage Death" or you could just make your own. If your making your own, make sure the Kill flag is...
Well you can export the models from the SC2 Editor by using the browse function (Open up the console window, type "browse" and hit enter). You can also use a MPQ editor to do this. You will also need to extract to textures associated with the model (you can use the Model Data window in the...
You need to use the "Mod" function. Mod (short for Modulo) returns the remainder when you divide two numbers. In your case, you want to check if your wave number is a multiple of 10 (i.e the remainder is 0) so you need to use "[Wave Number] Mod 10 = 0" as your condition
I would try to use a Computer AI to control the attacking units. It is rather simple to do and doesn't require a periodic trigger. Just run the "Start Campaign AI for Player" action and then run the "Global Suicide" action. Units that are told to suicide will seek out the nearest enemy units and...
It is not something that I have tried doing, but as far as I am aware, you need to be able to open the map in the SC2 Editor so it would need to be unprotected.
All the Events that is shown in the image you attached are related to an Action type actor, not a Missile type actor so something is not quite right. If you open up another Missile type actor and compare the events you should be able to notice that the events are completely different.
If you...
It looks like you haven't set the Token Fields for your Action Actor. There are three Token fields: Attack Effect, Impact Effect and Launch Effect. When creating a projectile weapon/ability, you only need to set the Impact Effect and the Launch Effect. You need to set the Impact Effect field to...
It took me a while to figure this out. What you probably didn't realise is that Ash Worm Base actor does actually get removed, it is just that the Ash Worm Base Death actor gets created in its place (which is the same model and hence why it looks like nothing actually happens). To fix this, go...
I should probably clarify what I mean by 'timing behaviours' as you will not find this term in the Data Editor. If you create a Behaviour of the type Buff, you can set duration to something like 5 minutes and the use the Expire Effect to do something (like add another behaviour which randomly...
You need to make 3) as a new Mod [same as you would for 1) and 2)] and add both 1) and 2) as a dependency. Make sense?
Like I said previously, I haven't played those Mods so I don't know how they did it. I can however tell you how I would do it. I don't know if your can use triggers in...
Anything like sounds, textures/images or models that do not already exist in SC2 must be added to your map/mod before you can use it. That way when you upload your map, everything needed to run it will either be a part of SC2 or in the map/mod file, not on a local HDD in your PC which no one...
I only way I know how to do this would be with a trigger:
P01 Mineral Cap
Events
Player - Player 1 Minerals changes
Local Variables
Conditions
(Player (Triggering player) Minerals) > 1000
Actions
Player - Modify player 1 Minerals: Set To 1000
You will...