I have a carrier-type unit that keeps it's units External (instead of "inside" the unit) The issue is when the Carrier unit is loaded into another unit (a dropship), the Externally created units just stay on the map and will follow the dropship.
What is the easiest way to kill off the External units when the main Host unit is in a load/unload cargo?
Define value "::OuterUnit" to "Target" of action "SetVisibility".
"::OuterUnit" is a system tag that should refer to external units owned by your current unit (carrier, hangar ... whatever the name).
Else, if the tag doesn't work, remove the macro.
The idea is to work with outer units. You can target outer units in Effects.
> How to detect when the carrier embarks and disembarks ?
In your "Transport" Ability, you can set a behavior and an effect when 1 unit embark/disembark, when all units embark/disembark (= 4 possibilities). Apply an effect that targets "TargetOuter" (not "CasterOuter", you want "outers" of the embarking unit).
Example of effect :
Create a "Modify Unit" Effect. Set in "Modify Flags" the flag "Hide".
Create a "Modify Unit" Effect. Set in "Modify Flags" the flag "Show".
When the unit embarks, apply the one which hide outer units.
When the unit disembarks, apply the one which show outer units.
Holy christ your answers to me today are on point and well versed.
I will give this a try, as macros aren't something I've played with but I have a question: does hiding a unit simply render it invisible, or does it actually remove the unit from the map? The reason I ask is, if my External Unit is a ground-based ranged Marine and he is following his host in the Dropship, if he is simply invisible wouldn't he still attack/be attacked by other units?
Bumping my own thread with an answer: Create new Behavior>Buff, Behavior:Modification+>Disable (either the specific arm magazine ability, or ALL Magazine Arm abilities)
Apply Behavior to the cargo ability of the transport unit: Load Behavior Effect Cargo>Disable Troop Hanger (our created Behavior).
I have a carrier-type unit that keeps it's units External (instead of "inside" the unit) The issue is when the Carrier unit is loaded into another unit (a dropship), the Externally created units just stay on the map and will follow the dropship.
What is the easiest way to kill off the External units when the main Host unit is in a load/unload cargo?
Hello,
I'm not sure if this will work but you can try.
Create a macro and add events of type "Transport".
For your carrier-type unit, add that macro to your "Unit" Actor.
> AbilTransport.__YOUR_TRANSPORT_ABILITY__.CargoLoad
> SetVisibility
> AbilTransport.__YOUR_TRANSPORT_ABILITY__.CargoUnload
> SetVisibility 1
> AbilTransport.__YOUR_TRANSPORT_ABILITY__.TransportLoad
> SetVisibility
> AbilTransport.__YOUR_TRANSPORT_ABILITY__.TransportUnload
> SetVisibility 1
Define value "::OuterUnit" to "Target" of action "SetVisibility".
"::OuterUnit" is a system tag that should refer to external units owned by your current unit (carrier, hangar ... whatever the name).
Else, if the tag doesn't work, remove the macro.
The idea is to work with outer units. You can target outer units in Effects.
> How to detect when the carrier embarks and disembarks ?
In your "Transport" Ability, you can set a behavior and an effect when 1 unit embark/disembark, when all units embark/disembark (= 4 possibilities). Apply an effect that targets "TargetOuter" (not "CasterOuter", you want "outers" of the embarking unit).
Example of effect :
When the unit embarks, apply the one which hide outer units.
When the unit disembarks, apply the one which show outer units.
Have a nice day.
Holy christ your answers to me today are on point and well versed.
I will give this a try, as macros aren't something I've played with but I have a question: does hiding a unit simply render it invisible, or does it actually remove the unit from the map? The reason I ask is, if my External Unit is a ground-based ranged Marine and he is following his host in the Dropship, if he is simply invisible wouldn't he still attack/be attacked by other units?
The difference with invisibility (or cloaked, buried ...) is that any object cannot interact with a hidden unit. And conversely.
The only way to target them is to explicitly set in a target filter for "Hidden" the value "Required".
The hidden unit is not able to use any of its abilities, weapons ... . Behaviors, timers ... are frozen.
Have a nice day.
Bumping my own thread with an answer: Create new Behavior>Buff, Behavior:Modification+>Disable (either the specific arm magazine ability, or ALL Magazine Arm abilities)
Apply Behavior to the cargo ability of the transport unit: Load Behavior Effect Cargo>Disable Troop Hanger (our created Behavior).