Then I believe that it's related with using a variable in the events, since they load at the start of the game, when they're empty.
You can allways run a periodic event as an alternative, that checks if the teleporters have units around them and teleport them automatically to their target
If you don't have issues "hybridizing" your ability, the trigger action "set target passenger" can be used to redirect an order to an unit.
I'm attaching an example, where I create 2 marines and a marauder as cargo inside a bunker, and uload only the marauders.
BTW, the trigger won't work if you don't save the order as a variable, since there's where the target passenger is stored.
EDIT: I forgot to add that to make this work, the transport ability has to have a button for the "unload unit" command, and that's the one that has to be used in the issue order action.
The actors have two model flags called "Outline Emitter" and "Outline Occluder", that control the existence of the silhouettes. Check the Actors tab in the data editor.
The cliff gaps are filled with the doodads called "[...] cliff gap filler".
I don't get the second issue... the cliff type shouldn´t have any influence over the terrain height. If the ground is at the same cliff level and the ground height wasn´t altered, both sides should be leveled.
println already has made a couple of tutorials for his tool, and it's completely documented in github. He was offering to give further and personalized help for anyone interested.
Blaming him for not sharing even knowing that he has programmed, documented and maintained for free one of the most (if not the most) useful and complex modeling tools for sc2 during the last 3 years is unfortunate.
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Then I believe that it's related with using a variable in the events, since they load at the start of the game, when they're empty.
You can allways run a periodic event as an alternative, that checks if the teleporters have units around them and teleport them automatically to their target
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Does the first trigger run?
Try adding a "send message" action to ensure.
Maybe the created unit doesn't have the behavior while it's building.
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I think that what you're looking for is the option "show placement grid (ctrl+shift+H)". It's under the view tab in the terrain editor.
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If you don't have issues "hybridizing" your ability, the trigger action "set target passenger" can be used to redirect an order to an unit.
I'm attaching an example, where I create 2 marines and a marauder as cargo inside a bunker, and uload only the marauders.
BTW, the trigger won't work if you don't save the order as a variable, since there's where the target passenger is stored.
EDIT: I forgot to add that to make this work, the transport ability has to have a button for the "unload unit" command, and that's the one that has to be used in the issue order action.
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The actors have two model flags called "Outline Emitter" and "Outline Occluder", that control the existence of the silhouettes. Check the Actors tab in the data editor.
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You can override the .swf file used by the lotv function. It won't work perfectly, but with a custom function it could be easily fixed.
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How about giving it a behavior (with the upgrade as requirement) that doubles the armor?
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I believe that Herdal8 uses 3dmax. That means that the model shouldn't bring you any issues. It's not needed to run the batch over it.
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The actors have two model flags called "Outline Emitter" and "Outline Occluder", that control the existence of the silhouettes.
There are two actor messages: "Actor flags clear" and "Actor flags set", to disable and enable them respectively.
You just need a trigger to send those actor messages to the outlined units before and after the cinematics.
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The batch should finish in a couple of minutes since it has to be run only once to convert all the models.
Still, I'm aware that it doesn't work perfectly in every pc, and in some cases the manual variant has to be used.
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Use my hotfix over your custom models
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The cliff gaps are filled with the doodads called "[...] cliff gap filler".
I don't get the second issue... the cliff type shouldn´t have any influence over the terrain height. If the ground is at the same cliff level and the ground height wasn´t altered, both sides should be leveled.
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The model has a rigid body. It has to be edited to stop being walkable
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@alleyviper85: Go
println already has made a couple of tutorials for his tool, and it's completely documented in github. He was offering to give further and personalized help for anyone interested.
Blaming him for not sharing even knowing that he has programmed, documented and maintained for free one of the most (if not the most) useful and complex modeling tools for sc2 during the last 3 years is unfortunate.
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I can give a try to a mission, but I don't promise anything.