Enjoy the classic broodwar game with improved mechanics, new units, upgrades, abilities, and lot of changes that will improve the gameplay and open new strategies and compositions to fight with.
This is great
Finalmente lo lograste, felicitaciones Ravenwolf.
This is quite an amazing piece of work. Congratulations RavenWolf!
Damn! I was actually thinking about how to make the SC SUM Eradicator burrow-moveable. You steal the show. :-)
All the more: Great work you´ve done here!
I have a ton of questions:
- This is actually a unit morph masked as burrow, am I correct?
If this is a unit morph:
- How did you manage to skip the cocoon animation? (A minimum morphing time still leaves one frame of the morphing animation. I´ve tried that myself.)
- Are overlays like plague, eradiate, etc, displayed on the "burrowed" unit?
- The unit does not show the cloak effect although I assume it is not vissible to other players. How did you achieve this? Is setting unit status RequiresDetection(0x00000100) sufficient, or is there more magic behind it?
I didnt use morph, just normal burrow. When the roach is burrowed i swap the unit id with the new stats (sight, no weapon and carry space) and reset the burrowed and cannot receive orders flags. With that status the unit its able to move and requires detection.
Spells like maelstrom, plague and snare affect the unit as isnt burrowed, but in my case i made roachs immune to those spells, and some special restrictions to irradiate, and defensive matrix.
Thanks a lot for this reply.
Aah, ok! I got it. That's a very interesting approach. It explains why you did not ran into any animation issues.
Again: great work!
Hola RavenWolf, no entiendo cuando dices que que cambias la id de la unidad cuando está enterrada, acaso se trata de introducir una linea imgul en el script y poner el grp de un roach enterrado. Te mandé un MP, podrías explicarme por MP, gracias.
Roachs move too fast, when burrow it should be slower
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