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[Solved] Terran Unit with Shield
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Sep 23 2010, 12:43 am
By: mGlushed  

Sep 23 2010, 12:43 am mGlushed Post #1



Hi, I have a question about how to make a proper Terran unit with Protoss shield on it.

I made a Auto-Turret, with its Shield Maximum and Shield Starting Amount = 500.

The shield works, but when something hits it, it does not flick (the shield flicking effect which any Protoss unit should have).

What should I do to get that effect to work on Terran's Auto-Turret?

Post has been edited 1 time(s), last time on Sep 23 2010, 7:59 am by mGlushed.



None.

Sep 23 2010, 12:52 am Jack Post #2

>be faceless void >mfw I have no face

In the data editor, go to your unit.

Quote
Go to : UI - Shield Armor Name > double click and input in "Text Key:" the following >> "Unit/ShieldArmorName/ProtossPlasmaShields"
Below should appear Protoss Plasma Shields

Step 2.)
Models>"Model of your unit">
Attachment Properties +
- Add value: e_attachRef_Origin, set Shield Radius above 0, it requiries some tweakin here, Squib type Shield

Quick note, IMPORTANT
You MUST attach the value to ORIGIN because any other unlegit point will make the shields distorted in scale, you Can howevere add multiple shields to multple LEGIT points souch as weapon01 or target01 or any bone you find on your model, this will not add extra shield, it will only add "more" shields popping up if the missle hits that radius, so you can add 10 shield effects to loki model, it will appear that every single piece of metal on that ship has a shield of its own, it works...

Got that from thehelper.net.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Sep 23 2010, 7:58 am mGlushed Post #3



Thank you very much! It works!!!



None.

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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
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