I used dummy objects spawned together with the pylon for the pylon fields. I just highly doubt i will ever see Why not use mana for the shield hp? That is what i did anyways. If you'd be to make a map that has all the systems functional required to make a SC2 conversion, then sure, i will model for you.
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I solved this in my map aswell, but haven't gotten to the point where it is still displayed when you are placing a building (which would be the most important aspect of it, lol.)Īnyways, my point is, you should start making the map basics before you start requesting models etc, use dummy models in the mean time, and make sure that you actually KNOW how to create the systems, and that you will have the PATIENCE it takes to finish it. And most significantly because you want to use it as creep for the zerg!Īlso, how will you make it so that pylon power is graphically showed when a pylon is clicked?
If you change the texture to alpha, you will end up with a hole in the ground most likely (not sure, never tried). First of all, it is bound to change the tile at the affected areas. This was also solved by adding an increment linked to a global integer into the damage script.Īlso, it is a bad idea to use blight as pylon power. There is another problem you have to solve when it comes to protoss shields, you have to be able to add the factor of shield armor, since that is an upgradeable factor in the game. My own shield system is based on a damage detection/prevention library that modifies damage depending on the units mana.
It is an active ability which means you cannot hide it or put it inside disabled spellbooks. Using mana shield for protoss shields is not a viable suloution. They will either give up and learn a bunch of things or they will get addicted and become excellent mappers durign that process. Everybody should have tried at least once one thing that's well over their heads.
Well, what did I learn from that? It's a very good thing to get to know your limits. We gave up when we realized how difficult it was to build things like the Carrier's interceptor attack and a bunch of other abilities. I've also worked on a SC1-on-WC3-conversion many years ago along with a bunch of other guys. The Data Editor in SC2 has many specific functions that can emulate probably anything that exists in WC3.
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I would think most problems could be solved if the mod was developed in SC2 and not WC3. They can't move over unpathable doodads.Īlso they should be able to be attacked by both ground and air weapons.
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This is not the full beta.There is more things that must be don.īut even Collosi shouldn't be able to go anywhere.
Greasontim-unit expert,beta edit,AI expertĬheck this web site for more information.ġ-Netural Goldmines will not be used for vaspine gas.Ĥ-Added a portaits to marine,reaper,buildingsĤ-Ghoust don't have nuclear strike abillityĦ-reapers and colossus can walk trought clifsĨ-Marine have special abillity (BULL SHOT).Kills over 6 marinesĩ-Hydralisk will have (fast hydralisk) abillity I need AI expert to make a terran and protoss ai if you know how to make.īecouse some of you can't play starcraft 2.Why?īecause they can't meet minimum sistem requirements like me. Only the terran and protoss Race only will be availabe in this demo version. This is a mapthat is editet to be like starcraft 2.The map s landsacpe will be on "Lorderon Summer".When i first whant to create sc2 in war3 mod i have not registered on hive and the mod jus die.But then i say to start this mod again.If you whant to help me and support my mod Send me a messege.I need a team member if you whant to help post on this threa.I need terrainers,modelers,skiners,trigger expert.Jasser,BETA TESTERS.Īll models and skins must be like in Starcraft 2. I starting a STARCRAFT 2 in WARCRAFT 3 (TOTAL CONVERSION) mod and i need models and skins for my project.