Set the host to the basic amphibious unit you just created. Then I made another actor of type Model:Modeladdition. So in the actor events for the base unit I put: One of the things I did is had another model be created and the "default" model opacity go to zero depending on whether it was in or out of the water. I used "robotic" for the amphibious transports. In WW2 Diplo I reserved the flag "massive" for naval units only. Use some flag to make it different from ground units.
#Starcraft 2 editor water how to#
Perhaps port over a WarCraft 3 model (guide on how to do this later). The behaviors are used to detect whether your are in or out of water so you can trigger relevant abilites. Ground units will path around the cliffs if there is no way up. The reason why "naval" stays that way and "ground" stays that way is a difference in unit flags and also no ramps. Naval units in StarCraft 2 are in fact ground units. This is that cliff level StarCraft 2 has that just down to the center of the planet. Now you cannot use what I call "cliff level zero". Now imagine that this colossus carries units like the medivac does. Some sort of teleport, air, reaper or colossus. You know the base is on a higher cliff level than where most of the action takes place. Imagion a normal melee map in StarCraft 2. Therefore in order for pathing to not be an issue we must be clever. And I know they lag because I've tried it. Not to mention the lag induced by having 500+ extra objects on your map. And attempts do use doodads to define an "edge" run into the issue of water and land units trying to path through the tiny little gaps between each doodad. Ok now a quick little explanation of how this actually works Except in this case set it for "greater than or equal to" and the value to "2".įor the "In Water" behavior go to: Validators (Disable) and add the cliff level 1 validator.įor the "Out Water" behavior go to: Validators (Disable) and add the cliff level 2 validator. Set this validator to "equals" and the value to "1".ī. Create a Validator of type "Location compair cliff level". Naturally one if for when you are in the water and one is for when you are out of the water.Ī. So far none of the non-modder fans realised it wasn't actually water unless I told them.ī. This is merely to give you a clever way to combine a few things to fake a water system. Note: This guide assumes you have basic knowledge of how to create units, behaviors, actors, effects, validators. Ever wondered why StarCraft 2 has no water? Well we all know the answer to that (traditional human stupidity) but here is the best workaround for this problem.