Use the Viking as a base with a trigger that turns the viking back into ground mode once the 30 seconds are up is surely the simplest solution. Note that if the viking isn't over ground after the 30 seconds have expired, it will either move to nearly pathable terrain or just not bother at all.
The viking is implemented as a morph which means creating a whole new unit and a morph ability and actors... hardly the simplest solution.
Make a behavior, have it modify the unit's height, set the mover to Flyer, set its plane to Air, disable its primary weapon and give it a new one. All of that can be accomplished with a single behavior.
Thanks! I got the unit height.
I'm assuming I change the plane by setting the air value to "1" and leaving ground as is (at 0)?
And the mover, I cannot seem to find..? Will updating the mover set the collision to air as well or is there another way I need to do this?
There are a number of different fields that all sound like they mean the same thing, and it gets rather complicated. If you're having trouble finding the Mover, make sure you have clicked "Show Table View" in the Data Editor (one of the buttons at the top) and, right next to it, "Show Advanced Values." It's just easiest to find things that way, (and you should be able to just input "Mover" into the Search field once advanced values are being shown).
So basically the three fields you're interested in are "Movement - Collide," "Movement - Mover," and "Movement - Plane Array." Changing the Collide to Flying (making sure that no Ground values are checked) will affect the collision as you said (unit to unit collision). Changing the Mover to Fly will let it cross cliffs and move like a flying unit etc. Changing the Plane Array to Flying is what will let attackers target it as an air unit. Beyond that, Radius and Separation Radius are two fields that affect its collision size if it's grounded (when it will be bumped aside to let units pass for allies, or what area it will block for enemies), and how far it will spread apart from other air units if it's flying.
Anyway, I think that's all you need to know - it's pretty much just what I've figured out from fiddling around with units. There may be other fields you can tweak but that will get you started.
Hmm i've tried searching as you said and nothing comes up.
I searched under the behavior, effect, and the actual ability itself and I can't seem to find any of the fields you listed. Do you think it's possible that something went wrong during installation? Or am I just looking in the wrong places?
EDIT: Problems Solved.
I've searched around and I cannot seem to find what I'm looking for..Straight to the point -
I'd like to create an ability that makes a unit fly, heres exactly what I want it to do:
Makes unit fly for 30 seconds
Gives unit a different weapon during this duration
Can be cancelled at any time during flight
During Flight, the unit is unable to use any other abilities.
Any help with either of these two problems would be GREATLY appreciated. I'm fairly new to the editor so if you would include a bit of detail, thanks.
Use the Viking as a base with a trigger that turns the viking back into ground mode once the 30 seconds are up is surely the simplest solution. Note that if the viking isn't over ground after the 30 seconds have expired, it will either move to nearly pathable terrain or just not bother at all.
@Eiviyn: Go
The viking is implemented as a morph which means creating a whole new unit and a morph ability and actors... hardly the simplest solution.
Make a behavior, have it modify the unit's height, set the mover to Flyer, set its plane to Air, disable its primary weapon and give it a new one. All of that can be accomplished with a single behavior.
Well "creating a whole new unit" takes all of 15 seconds, so I would call it rather simple!
Thanks! I got the unit height. I'm assuming I change the plane by setting the air value to "1" and leaving ground as is (at 0)? And the mover, I cannot seem to find..? Will updating the mover set the collision to air as well or is there another way I need to do this?
Also any ideas on my 2nd problem?
@RurutheWiz: Go
There are a number of different fields that all sound like they mean the same thing, and it gets rather complicated. If you're having trouble finding the Mover, make sure you have clicked "Show Table View" in the Data Editor (one of the buttons at the top) and, right next to it, "Show Advanced Values." It's just easiest to find things that way, (and you should be able to just input "Mover" into the Search field once advanced values are being shown).
So basically the three fields you're interested in are "Movement - Collide," "Movement - Mover," and "Movement - Plane Array." Changing the Collide to Flying (making sure that no Ground values are checked) will affect the collision as you said (unit to unit collision). Changing the Mover to Fly will let it cross cliffs and move like a flying unit etc. Changing the Plane Array to Flying is what will let attackers target it as an air unit. Beyond that, Radius and Separation Radius are two fields that affect its collision size if it's grounded (when it will be bumped aside to let units pass for allies, or what area it will block for enemies), and how far it will spread apart from other air units if it's flying.
Anyway, I think that's all you need to know - it's pretty much just what I've figured out from fiddling around with units. There may be other fields you can tweak but that will get you started.
@Hegemuffin: Go
Hmm i've tried searching as you said and nothing comes up. I searched under the behavior, effect, and the actual ability itself and I can't seem to find any of the fields you listed. Do you think it's possible that something went wrong during installation? Or am I just looking in the wrong places?
You need to make the behavior type "Buff" and then edit the Modifications field, that's where all this stuff is.
@RileyStarcraft: Go
The behavior type is set to buff. However, I still cannot find the fields I am looking for.
It is not possible to modify a unit's mover dynamically.
Is it possible at all through triggers?
Collision and pathing fields are pretty much immutable from both aspects as far as i know