Wow thanks thats really kind =) the second one is what i was looking for, even tho the first solution would work too as the ability is not targeted.
But I have it working already, so I wont change things anymore if not necessary.
I recognized that trigger performance for key events is sufficient.
I just add a behavior to the triggering players unit (theres only per player) that creates a persitent and launches a missile straight forward.
Problem i stated above (missile going into random directions) was because i set an offset in the launch missile effect. i removed it and set an offset in the Create Persistent effect instead, with initial Offset being the range of the projectile.
I dont know if this ever happened to you - or if its only me who is too dumb to do some calculations...
im having a car you can drive with WASD keys. Everything works fine (accelerate, break, turn), camera is always looking forward ... but the car model doesnt turn.
If i replace the formula used to calculate the turning rate of the car with a fixed value (5.0 in pic) the car model is turned correctly.
I had some similar issues before. Does anyone know what i might have done wrong?
pretty old topic, but imaybe relevenat for someone later on:
the way described above returns the current maximum movement speed of the unit, even if your unit is still accelerating.
Turn speed doesnt help, it makes the unit turn slower but doesnt affect the movement, units slide sidewards then ... unfotunately i have no idea how to change this via triggers.
Ill try to conact DeltaV (IBE creator) maybe he can help me.
Im searching the forums and web for quite some now time but i cant find a solution.
I have a hellion that i want to move like a real car would, so with things like a minimum turning radius, no side to side movement etc.
I tried to adjust movement/turning speeds and accelerations as well as the lateral acceleration.
What i got is a hellion, that does most of the turn instantly, then the rest of the turning is done slowly (as desired). Maybe there is an option (some arc option maybe?) that stops the unit from turning instantly? (found a "turn befove moving" flag but i dont want the unit to stop)
Does anyone know how to do that? (e.g. Ice baneling escape has something similar with the banelings moving in arcs with no instant turns)
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Nice ima try that, didnt find it. thanks
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can i create a sound actor and send an actor message to do this? if yes, wich one is the actor message i need?
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Wow thanks thats really kind =) the second one is what i was looking for, even tho the first solution would work too as the ability is not targeted. But I have it working already, so I wont change things anymore if not necessary.
I recognized that trigger performance for key events is sufficient. I just add a behavior to the triggering players unit (theres only per player) that creates a persitent and launches a missile straight forward.
Problem i stated above (missile going into random directions) was because i set an offset in the launch missile effect. i removed it and set an offset in the Create Persistent effect instead, with initial Offset being the range of the projectile.
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Ok i got a workaround, im adding a behaviour to my unit when a determined key is pressed, behavior has a launch missile effect.
Now im facing some troubles with missiles flying into random directions :\
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I used dialogs before ;) but this is not what i need.
I dont need an event that runs the trigger, i need a way to tell a unit to use an ability within a running trigger ;) im looking for an action
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That would deliver the "event" for my trigger right?
I do have an event for what i try to do but i dont know what actions to use to make the unit use the ability.
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Hello!
im trying to make a unit use an ability when you hit a certain key (trigger event key down).
I have the Interface hidden, so i can not use the ability via hotkeys.
Anyone who knows how to make the unit use the ability in a scenario like this?
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hello!
is there a way to change the pitch of a running sound with triggers? its needed to change the pitch of an engine sound.
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Dunno why, but turning works now.
Lol thats pretty much what i have done so far (but with triggers). Id guess your solution has a smaller delay?
But i have never used Galaxy Script, so ill try and stick to my solution for now , thanks for help ;)
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If anyones reading this later: I did this with triggers now
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I dont know if this ever happened to you - or if its only me who is too dumb to do some calculations...
im having a car you can drive with WASD keys. Everything works fine (accelerate, break, turn), camera is always looking forward ... but the car model doesnt turn. If i replace the formula used to calculate the turning rate of the car with a fixed value (5.0 in pic) the car model is turned correctly.
I had some similar issues before. Does anyone know what i might have done wrong?
0
pretty old topic, but imaybe relevenat for someone later on: the way described above returns the current maximum movement speed of the unit, even if your unit is still accelerating.
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hm ok thanks for reply!
Turn speed doesnt help, it makes the unit turn slower but doesnt affect the movement, units slide sidewards then ... unfotunately i have no idea how to change this via triggers. Ill try to conact DeltaV (IBE creator) maybe he can help me.
0
Hello!
Im searching the forums and web for quite some now time but i cant find a solution.
I have a hellion that i want to move like a real car would, so with things like a minimum turning radius, no side to side movement etc.
I tried to adjust movement/turning speeds and accelerations as well as the lateral acceleration. What i got is a hellion, that does most of the turn instantly, then the rest of the turning is done slowly (as desired). Maybe there is an option (some arc option maybe?) that stops the unit from turning instantly? (found a "turn befove moving" flag but i dont want the unit to stop)
Does anyone know how to do that? (e.g. Ice baneling escape has something similar with the banelings moving in arcs with no instant turns)
0
Have a nice Crhistmas time everyone! Will there be a map night on Fr, 27th?