Go to weapon options and untick following: "Only Fire At Attack Target" and "Only Fire While Attacking". In same card type: "move" and find something called "weapon: allowed movements", set it to "moving". Now go to turrets tab and duplicate turret called "colonist transport" along with actor. Change name if you will. Change option called "Basic: idle" to "follow movement". Here you can also change turning rate of your collossus' turret, just change "Yaw Rate" and "Yaw Idle Rate". Now go back you your collossus and give it both weapon you just modified and turret you just created.
You can't have both of those dependencies because some of campaign units are modified with extra abilities or simply having different stats from melee, since melee is being balanced and campaign not. I would recommend if you took campaign dependency and then deleted those extra abilities / balance stuff.
Every map by default has a script that starts melee game, it's responsible for win conditions, starting resources, units etc. If you dont want your map to end like this delete this in triggers.
But I want it to not have any footprint at all, it has to be like when you warp in zealot but he has to stand in place and be structure. Using doodad footprint doesn't change anything - unit still uses grid, same goes for any footprint.
When they have placement footprint but no actual unit footprint everything works fine - they use their collision radius. But if you delete BOTH footprints and try to place it like for example protoss warp units, collision is misplaced to left and up. Try it out for yourself - delete both footprints of supply depo and build it - it will be misplaced. Is there any way to fix this? Unit has no sOPs.
[edit] Some weird facts i found: it's misplaced only when you try to place another supply depo next to it but standard units collide normally. Also if you delete collision radius you can place it correctly but units will go right through. I feel like it's snapping to the grid despite not having footprint.
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@DrSuperEvil: Go
But i don't want do switch weapons, just rename same weapon - same way you can edit unit name field with upgrade.
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Like in topic. Couldn't find an option to do so.
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Go to weapon options and untick following: "Only Fire At Attack Target" and "Only Fire While Attacking". In same card type: "move" and find something called "weapon: allowed movements", set it to "moving". Now go to turrets tab and duplicate turret called "colonist transport" along with actor. Change name if you will. Change option called "Basic: idle" to "follow movement". Here you can also change turning rate of your collossus' turret, just change "Yaw Rate" and "Yaw Idle Rate". Now go back you your collossus and give it both weapon you just modified and turret you just created.
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You can't have both of those dependencies because some of campaign units are modified with extra abilities or simply having different stats from melee, since melee is being balanced and campaign not. I would recommend if you took campaign dependency and then deleted those extra abilities / balance stuff.
Every map by default has a script that starts melee game, it's responsible for win conditions, starting resources, units etc. If you dont want your map to end like this delete this in triggers.
Galaxy wiki might prove more useful than youtube.
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@DrSuperEvil: Go
Sorry. What's the rules for bumping?
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BUMP
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BUMP
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BUMP
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Unit can be placed anywhere without using grid
And yet it still occupy grid
Collision with units isn't bugged, it's just other structures without footprint, it's just there graphically and for units.
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I'll make photos of problem, hang on.
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Made it large and small and doesn't seem to change anything.
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yes exacly
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But I want it to not have any footprint at all, it has to be like when you warp in zealot but he has to stand in place and be structure. Using doodad footprint doesn't change anything - unit still uses grid, same goes for any footprint.
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When they have placement footprint but no actual unit footprint everything works fine - they use their collision radius. But if you delete BOTH footprints and try to place it like for example protoss warp units, collision is misplaced to left and up. Try it out for yourself - delete both footprints of supply depo and build it - it will be misplaced. Is there any way to fix this? Unit has no sOPs.
[edit] Some weird facts i found: it's misplaced only when you try to place another supply depo next to it but standard units collide normally. Also if you delete collision radius you can place it correctly but units will go right through. I feel like it's snapping to the grid despite not having footprint.
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Copied point defense drone's site ops and works now, thanks!