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    posted a message on (Solved) Doodad Transparency

    @wisesquirrel: Go

    I think the problem may be that the tree model is not big enough to deem hiding the tree necessary. Additionally, occlusion height is not related to what you are trying to accomplish. The occlusion height in fact determines whether a unit can see past the the tree or not depending on the unit's height.

    Posted in: Data
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    posted a message on Building Add-on Requirement

    I have a central building from which I build something called a "command door". These are simply set up as add-ons to the central building. My problem is that though I have searched, plundered and sifted through the requirements of the barracks and tech lab and my buildings, I was not able to find out why the button to build the command door reappeared again upon construction completion of the command door. Of course the barracks add-on ability works fine in this regard, and that is how I'd like my building to function. Its a simple problem with a likely simple solution, yet one that evades me. Any help or suggestions would be greatly appreciated! Thanks in advance.

    EDIT: Somehow fixed it... I don't know exactly how I was able to fix this issue, but I do know what I changed. Initially, the parent of the build ability was the "barracks - addons", however I changed this to "terran - addons". This is perhaps what fixed it, but case in point it works now. Yay.

    Posted in: Data
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    posted a message on Detecting and Responding to Units in Close Proximity

    @DrSuperEvil: Go

    Thanks a lot Dr, I appreciate it. That's actually a great idea, and I'll implement it to achieve that effect I wanted. As for the second problem, I thought so too, and I was spending some time looking into it and trying to find out where the requirement is, and I'm pretty sure it's something I overlooked. As long as I follow what the barracks did I think it'll end up working in the end.

    Posted in: Data
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    posted a message on Detecting and Responding to Units in Close Proximity

    My problem here was a little difficult to iterate in the title, so I apologize in advance if you find it misleading.

    In my game I have a main command base. It comprises of a small central building as well as models that I've used actors to attach to each of the four sides. Now, in each corner you can build a structure called a "command door" (lowered supply depot), and from this command door you can build buildings such as the barracks, factory or starport in order to call units into the battlefield that correspond with the building tech level.

    The command doors are built as add-ons to the command center (the same way reactor is built on barracks) and the buildings from the command door are trained (based on larva ability), so that you can have the option to build more than one without making several morphing abilities.

    Given this situation, my problem is that when I build the command door, and when the buildings are built from the command door, I would like the command door to be somehow aware that there is a building above it, so that you can't build anything from the command door while the building is above. Additionally, when the building is being built, the command door opens up, so I want it to retain this animation for as long as the building is being detected.

    Another problem, that is perhaps caused by me overlooking some details, is that the ability to build each individual command door will not disappear on the command card of the command base when the command door is complete, as opposed to the barracks and its add-on ability.

    If there is an idea for another, preferably easier, way to approach this please let me know as well!

    Thanks a lot in advance.

    Posted in: Data
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    posted a message on Independent Weapons On 1 Unit

    @DrSuperEvil: Go

    Thanks a lot, I can't believe I forgot about the goliath to use as a reference! In any case, the weapons work great now, but I still can't seem to figure out how to make the turrets turn independently, because I'd like the gun turret to aim one way and the cannon turret to aim the other, for example if the gun is shooting an air unit which the cannon cannot. I have tried making 2 actors for the same unit, one which holds the turret and turns it, and the other which is just the normal tank with the cannon. I can understand that usually they will aim at the same target because it is the same unit that is aiming, as I have not changed anything to the contrary, but I have only had partial success with this process. I have the cannon attack coming from the second actor that I made. Both actors are the tank, I have just copied and pasted the original actor, the only difference being the second one has had the x and y scaled to 0.01 and I have removed the walk animation.

    I looked at how the goliath aims at 2 units, and it will only aim with the autocannon. The missiles are able to make a sharp turn to attack a target behind it. If you have any ideas on how to separate these turrets, I'd appreciate the help. Thanks again!

    Posted in: Miscellaneous Development
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    posted a message on Independent Weapons On 1 Unit

    The map I'm making incorporates a tank that has the standard cannon attack, but I've also added on an autoturret on top of it. I've got the turret on the tank, and its all good in terms of actors, but the problem I've encountered is that I am not able to find a way to dissociate this gun turret weapon from the main cannon weapon, so only 1 will be firing at a time. Additionally, I was also not able to find a way to dissociate the weapon turrets so that the gun turret can turn one way and the cannon turret can turn another. In that case, is it also possible to make them attack different enemies? I've been toying around with the weapon flags to no avail.

    So case in point is I'd like two completely independent weapons on the same unit. Any help is appreciated and thanks in advance!

    Posted in: Miscellaneous Development
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