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.
Have a nice day.
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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.
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.