I created a custom pylon .. made it twice the size of real pylon .. now it seems that when it is growing(being built) its not got a black model like the real one and it also is not selectable and thus not cancellable either! PLEASE HELP !! :) EDIT : half the size not twice the size ( twice as small lol )
EDIT2: Okay thats really strange, i just looked at the linked models and stuff to a Melee protos pylon and they are different to mine o.O .. how can that be considering i created that unit from Parent pylon1!! weird !!!!!!!1
EDIT3: Oh thats because i stole its actor ! :) for my custom unit rofl
EDIT4: Where is this Protos Building Birth Small linked in -_- o.O can't find !
EDIT5: The Pylon Actor Events on creation and birth etc .. they were all changed to name of the unit it was linked to. eg my unit is called star .. Pylon_ambience changed to Star_ambience etc ... its weird.
You see the Host , There are things like selectable in there .. this is passed down from the Parent ... this needs to be configured, can you tell me the ability which spawns that unit ?
What happens if you set the model associated with the Actor to None ? ( eg. if its Fungal Growth, you set the Model Field of the Actor attached to ability Fungal Growth to None )
From my little experience i can only guess CatalogFieldValueSet might be appropriate. Its a function which allows you to change some field value of a unit type for a specific player.
If the unit that is trying to be selected is like an enemy to that player, it might be the default option of the map. You could disable this behavior in trigger editor, searching for action PlayerOverride ... then finding the appropriate option and then under tab Value decide to enable it or not. However this all might not be the case for you.
Searching for hours on the topic, it seems that its possible from what i've read, to override the "user-client's" hotkey setup ... so that they are forced to use the hotkeys setup for my buttons which are on the command card instead of their client-GRID settings. However i fail to achieve this after umpteen tries. Any of ya know if this is possible or not, I really appreciate your help.
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does it work? I am so far unsuccessful with trying this.
EDIT: IGNORE THIS POST I'VE FIXED IT :: STUPID MISTAKE SORRY AL
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The title is self explanatory. I want to insert a dynamic color entry which is based upon the owner of the units slot color, thank you.
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I created a custom pylon .. made it twice the size of real pylon .. now it seems that when it is growing(being built) its not got a black model like the real one and it also is not selectable and thus not cancellable either! PLEASE HELP !! :) EDIT : half the size not twice the size ( twice as small lol )
EDIT2: Okay thats really strange, i just looked at the linked models and stuff to a Melee protos pylon and they are different to mine o.O .. how can that be considering i created that unit from Parent pylon1!! weird !!!!!!!1
EDIT3: Oh thats because i stole its actor ! :) for my custom unit rofl
EDIT4: Where is this Protos Building Birth Small linked in -_- o.O can't find !
EDIT5: The Pylon Actor Events on creation and birth etc .. they were all changed to name of the unit it was linked to. eg my unit is called star .. Pylon_ambience changed to Star_ambience etc ... its weird.
Solution = reset to parent :/
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Thanks Kueken, i learnt a lot from that post.
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You see the Host , There are things like selectable in there .. this is passed down from the Parent ... this needs to be configured, can you tell me the ability which spawns that unit ?
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Under the Actor of the unit, go to Art: Model Flags -> Allow Hit Tests ... this might work, give it a try
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Under the Actor of the Ability, try setting the Art: Model Flags "Update Visibility" ... this sounds as though it might do the job
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What happens if you set the model associated with the Actor to None ? ( eg. if its Fungal Growth, you set the Model Field of the Actor attached to ability Fungal Growth to None )
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From my little experience i can only guess CatalogFieldValueSet might be appropriate. Its a function which allows you to change some field value of a unit type for a specific player.
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If the unit that is trying to be selected is like an enemy to that player, it might be the default option of the map. You could disable this behavior in trigger editor, searching for action PlayerOverride ... then finding the appropriate option and then under tab Value decide to enable it or not. However this all might not be the case for you.
Hope it helps
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Hello first post.
Searching for hours on the topic, it seems that its possible from what i've read, to override the "user-client's" hotkey setup ... so that they are forced to use the hotkeys setup for my buttons which are on the command card instead of their client-GRID settings. However i fail to achieve this after umpteen tries. Any of ya know if this is possible or not, I really appreciate your help.