Staredit Network > Forums > SC2 Assistance > Topic: Range circles
Range circles
May 26 2010, 5:23 am
By: Cheese  

May 26 2010, 5:23 am Cheese Post #1



I'm new to the editor, and really only have experience with the terrain and data editors, but I have a question to ask:
Is there any way to always display circles involving range around a unit?
I would like to Show mutalisks with the range of 3 around them and phoenixes with their range circle of 4

I plan to make a micro map, thats easy enough to learn, and this was a concept I'm not sure I can do.



None.

May 26 2010, 9:49 am Demented Shaman Post #2



Try creating an actor of type range and in the events make do a unit birth and create. Look at the existing range actors and see how they work. I believe they're the things you see in a circle when you try to use abilities and stuff, and their events are set up so they appear when an ability is on. So for your needs, it just needs to be tweaked so that they're created from the start.

I just tested it and it works.

The radius of the ability the actor is linked to determines how big the circle is. So you'll need to create some dummy abilities for each range size you need.

Post has been edited 1 time(s), last time on May 26 2010, 10:01 am by devilesk.



None.

May 26 2010, 11:47 pm Cheese Post #3



Should you duplicate one of these actors, where can you find and edit the range for it?
EDIT: never mind, thank you though, I plan to test multiple other things as well, any way to change the height of these circles, I want to use one for phoenixes, but the range circle is on the ground, giving a rough idea of the attack range., or is there any way to display that line from air units that touches the ground when selected?

Post has been edited 3 time(s), last time on May 28 2010, 4:49 am by Cheese.



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[10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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