I saw a great tutorial on here using Object Groups for units. However, I've set about 20 doodads into an Object Group for Doodads and for the life of me, I can't find the trigger action to destroy all the doodads using the object group.
I would have thought it was, "For each unit in unit group." Clearly, that's for units. What am I missing?
Wondering if this is applicable to an RPG with lootable weapons? More specifically, I'd like to have the player to be able to loot weapons and equip them into multiple slots, that could be cycled so that only one is available at anytime. (think Gears of war) ... Or a primary/secondary weapon system.
I've seen multiple examples of people using Command Card Buttons to switch weapons (abilities). But I'd much rather have the user experience finding something and equipping it, along side another weapon, and then be able to switch between them on the fly.
Think I got it... Looks like you just use an Animation Trigger to attach an Actor to a unit. In this case, I was attaching the "Work" actor, and using the option "play forever."
John... Got the actor working. Looks great. Is there a way that I can trigger this animation? For instance, on any stand-alone "normal" (or i suppose any) reactor unit to? (Raise up and then turn on).
Conceptually, I'd like to walk up to a reactor (in the ground), hit a trigger so it then activate (raises up) and turns on.
(If you see typos, please point them out so that I can fix them)
It's possible to use Target Sorts and Target Filters with multiple weapons to make each of them fire at a specific kind of unit,
Thanks for the tutorial.
Do you know if this is possible with weapon classes? In other words, could i assign weapon classes to behave that way? Could you have a hero that has "Long-Range" and "Close-Range" Weapon slots, able to find and equip different weapons based on these slots and have them behave based on target types. So, my "Sniper-Rifle" based weapons are used against armored and my "Shotgun" based weapons target light units? Or would you have to set target filters for each individual weapon?
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I saw a great tutorial on here using Object Groups for units. However, I've set about 20 doodads into an Object Group for Doodads and for the life of me, I can't find the trigger action to destroy all the doodads using the object group.
I would have thought it was, "For each unit in unit group." Clearly, that's for units. What am I missing?
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Suppose this could be directed to the Bug thread, but I'm just all of a sudden getting this warning message:
"Unable to load image from 'Assets\Textures\img-weapon-flame-thrower.dds' (Core: a required object could not be found)"
Essentially giving me a blank placeholder image for the linked firebat behavior and not showing the effects in game.
I've reloaded all the dependencies, rebooted, still can't get this file... all of a sudden. Am I borked? = |
-Thanks in advance.
Edit: To be clear, it's also in my older saves.
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@StragusMapster: Go
Wondering if this is applicable to an RPG with lootable weapons? More specifically, I'd like to have the player to be able to loot weapons and equip them into multiple slots, that could be cycled so that only one is available at anytime. (think Gears of war) ... Or a primary/secondary weapon system.
I've seen multiple examples of people using Command Card Buttons to switch weapons (abilities). But I'd much rather have the user experience finding something and equipping it, along side another weapon, and then be able to switch between them on the fly.
Thanks for your time!
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@JukeZor: Go
Think I got it... Looks like you just use an Animation Trigger to attach an Actor to a unit. In this case, I was attaching the "Work" actor, and using the option "play forever."
Really learned a lot from this. Thank you.
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@Johnzee: Go
Thanks for this!
John... Got the actor working. Looks great. Is there a way that I can trigger this animation? For instance, on any stand-alone "normal" (or i suppose any) reactor unit to? (Raise up and then turn on).
Conceptually, I'd like to walk up to a reactor (in the ground), hit a trigger so it then activate (raises up) and turns on.
Really appreciate your input.
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Thanks for the tutorial.
Do you know if this is possible with weapon classes? In other words, could i assign weapon classes to behave that way? Could you have a hero that has "Long-Range" and "Close-Range" Weapon slots, able to find and equip different weapons based on these slots and have them behave based on target types. So, my "Sniper-Rifle" based weapons are used against armored and my "Shotgun" based weapons target light units? Or would you have to set target filters for each individual weapon?
Thanks much for any input.