Is this possible and not too difficult? Basically something like showing an extra icon on top of some unit wireframes, or changing the wireframe, kind of like in BW when you could pick out the Parasited unit because it had a greener wireframe. Condition would be something like having a behavior on the unit.
You could add a behavior with the "Suppress Collision" flag to your unit, this means it doesn't collide with units, only with terrain and footprints like buildings and siege tanks.
If the radius is small then it's easy to miss even when you click on the unit, if it's large then it's hard to pick one unit. This makes it so you can't possibly miss after clicking on a unit, and pick targets exactly.
This should work easily enough by making the snipe ability use a different effect - a new Set effect that contains the Snipe damage effect, and making sure the Set has Target Location Type set to Unit Or Point.
There's this property called something like "Allowed Property Transfers" and you uncheck the "scale" or "model scale" boxes in there. I can't remember if it's on models or actors though, if it's on actors you'll have to setup a different UnitDeathModel for the unit's actor since that special actor gets spawned to show death models playing the death animation.
I couldn't help you with that, unfortunately. I've never modified layouts separately in that manner, I just have a single file overriding the actual implementation.
If you have the time you should tell me all about it if it's easier and works for this, I don't want to do it the hard way or anything.
It is possible to edit the behavior bar, but if you're getting a cannot create error, then you're clearly not using the correct path to access it. You'll have to post your actual layout code to get more specific help.
Though all you will really be able to do with the behavior bar is change the size of it and reposition it. You can't add more behaviors or change the arrangement of them.
Well here it is http://i.imgur.com/iB3aWHu.png
I notice it's changed to saying
[10/3/2013 7:51:05 PM] UI: File [aaCustomGarbage.SC2Layout] Line [15] Column [5]. Failed to locate specified Desc [BehaviorBar/BehaviorBarTemplate].
[10/3/2013 7:51:05 PM] UI: File [aaCustomGarbage.SC2Layout] Line [15] Column [5]. Could not find Frame Desc [BehaviorBar/BehaviorBarTemplate] in File Desc [BehaviorBar].
Look at walking units with turrets like Immortals I guess, they have the Turnable flag unchecked and what turns instead is their turret. So you just copy that and leave out the turret, then use Set Unit Facing triggers.
edit: abilities and weapons will stop working unless they have Arc:360
I don't think so, try creating an all new validator and looking through all the fields, I think you can validate the current Terrain Type at most.
If you are changing the lighting yourself, then you'll need to use a variable and update it constantly whenever you change the lighting, then check the variable when you need to validate stuff. You can make it a Gamelink->Lighting variable to store the actual lighting in it.
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Look at the actors for Nuke, it has many periods and an effect that is shown.
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Is this possible and not too difficult? Basically something like showing an extra icon on top of some unit wireframes, or changing the wireframe, kind of like in BW when you could pick out the Parasited unit because it had a greener wireframe. Condition would be something like having a behavior on the unit.
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You could add a behavior with the "Suppress Collision" flag to your unit, this means it doesn't collide with units, only with terrain and footprints like buildings and siege tanks.
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Oryugetfa!
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30 mission non-linear campaign that was started in 2010
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I have seen people use Render To Texture to create this effect... but using it might be Blizzard only? Look into how RTT works I guess..
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@abvdzh: Go
If the radius is small then it's easy to miss even when you click on the unit, if it's large then it's hard to pick one unit. This makes it so you can't possibly miss after clicking on a unit, and pick targets exactly.
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This should work easily enough by making the snipe ability use a different effect - a new Set effect that contains the Snipe damage effect, and making sure the Set has Target Location Type set to Unit Or Point.
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@jwh741: Go
There's this property called something like "Allowed Property Transfers" and you uncheck the "scale" or "model scale" boxes in there. I can't remember if it's on models or actors though, if it's on actors you'll have to setup a different UnitDeathModel for the unit's actor since that special actor gets spawned to show death models playing the death animation.
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If you have the time you should tell me all about it if it's easier and works for this, I don't want to do it the hard way or anything.
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Well here it is http://i.imgur.com/iB3aWHu.png
I notice it's changed to saying
[10/3/2013 7:51:05 PM] UI: File [aaCustomGarbage.SC2Layout] Line [15] Column [5]. Failed to locate specified Desc [BehaviorBar/BehaviorBarTemplate].
[10/3/2013 7:51:05 PM] UI: File [aaCustomGarbage.SC2Layout] Line [15] Column [5]. Could not find Frame Desc [BehaviorBar/BehaviorBarTemplate] in File Desc [BehaviorBar].
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The error I get is:
UI: Cannot create [BehaviorBar/BehaviorBarTemplate] because frames of type [BehaviorBar] are marked as Blizzard Only.
Why is this? Has anyone else encountered this weirdness?
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@Crainy: Go
Look at walking units with turrets like Immortals I guess, they have the Turnable flag unchecked and what turns instead is their turret. So you just copy that and leave out the turret, then use Set Unit Facing triggers.
edit: abilities and weapons will stop working unless they have Arc:360
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I don't think so, try creating an all new validator and looking through all the fields, I think you can validate the current Terrain Type at most.
If you are changing the lighting yourself, then you'll need to use a variable and update it constantly whenever you change the lighting, then check the variable when you need to validate stuff. You can make it a Gamelink->Lighting variable to store the actual lighting in it.