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    posted a message on How to make a unit move into range before casting the ability? (Solved)

    Ive made a barrage ground ability with a fairly long range, but if I select a point outside of that range the unit will not move.

    Instead the fire at the closest point within max range from where I targeted.

     

    How do I make it so they move into range instead?

    Posted in: Data
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    posted a message on In what order do ability stages fire? (Solved)

    I don't want to fire anything.

    I want to do stuff to the Button, and range indicators ect..

     

    I want to have the range indicator show when the player hovers over the button, and continue to show while the player selects the target location, then have the range indicator disappear only once they confirm the cast.

     

    Im using the Events+ entries in my Range Indicator to do this. The On Hover portion works but the range indicator disappears as soon as I click the button rather than after I select a target location.

     

    This is why I need to know the order of Stages.

    That said, I found a Progress Buttons+ entry in the ability, so I can find out that way.

    Posted in: Data
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    posted a message on In what order do ability stages fire? (Solved)

    Im trying to set up an Actor Event based on a particular point in an Abilities sequence, but I don't know in what order they are fired.

     

    Does anyone know this?

     

     

    Posted in: Data
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    posted a message on Missile returns to units new position? (Solved)

    Nice! Thank you. Ill definitely be looking into that.

    Posted in: Data
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    posted a message on How to tell an ability to use attachment points?

    Ah. That makes sense. :P

     

    Posted in: Data
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    posted a message on Can Units be made to block the vision of friendly / allied units?

    @DrSuperEvil

    The vision blocking "Walls", and the owned walls are both set to 0 Vision Height.

    Im have been implementing Vision Height for certain tall structures I intend to be able to "see over" the walls, but was careful to setup several areas in my test map so I could test how the various Vision Heights interacted with the walls.

     

    @tdhsst

    I found Effect > Create Unit > (Basic) Effect: Spawn Owner+ allows me to change ownership of created units, so no triggers needed.

      

    I got it working by just using Effect > Create Unit and ensuring that the spawned "Wall" footprint is the only one with vision blocking.

    It appears that if two footprint based units with vision blocking occupy the same cell location, the one owned by the player is the one that gets it's vision blocking applied to that cell. So by setting the owned portion of the wall to have no vision blocking, I ensure the effect spawned neutrally owned portion is the one that sets vision blocking on the cell the wall gets built on.

     

    I was looking at the "Visible To" entries but they are all off by default, with suggests that there needs to be something telling the unit to use them? Otherwise I wouldn't be able to see the spawned "Wall" at all. (Unless Im incorrectly assuming its use)

     

    Ill probably come back to take a look at the "Visible To" entries, but I suspect they are more for determining what players/ teams can or cannot see a unit rather than interacting with a units Sight Radius/ Vision.

    Posted in: Data
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    posted a message on How to tell an ability to use attachment points?

    Weapons appear to link directly to an Attack "Action" Actor.

    But as far as I can tell Abilities(specifically of the Effect - Target variety), don't have an Action Actor associated with them?

     

    How do I tell them where their missiles, impact, and launch assets are suppose to go?

    Posted in: Data
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    posted a message on Can Units be made to block the vision of friendly / allied units?

    Im trying to get my walls to block unit vision but they only block ENEMY vision.

    Im assuming this is because friendly units share vision with each other, but it still happens even when I set the wall's Sight Radius to 0.

     

    I have an idea on how to do it, but it involves spawning a neutral invisible vision blocker every time a Player Wall is built.

    I'd rather not do that if there is a way to accomplish this goal without it, so any ideas?

    Posted in: Data
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    posted a message on Missile returns to units new position? (Solved)

    Yes.

    Well.. Its a returning projectile so Im assuming that the target changes to the firing unit during the return trip?

     

    I want it to face the target while traveling to the target, then face the firing unit when returning to the firing unit.

    Posted in: Data
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    posted a message on Missile returns to units new position? (Solved)

    Ultimately I decided to use a projectile that had was symmetrical and looked good without rotating.

     

    But I do plan to come back to Facing Return Projectiles for other things so Ill take a look.

    Thank you.

    Posted in: Data
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    posted a message on Missile returns to units new position? (Solved)

    Ok I got it to track back to its firing unit properly. (Turns out what was missing was Host Supporter+ entries)

    Now I just have to figure out how to deal with Tentacle projectiles always facing away from their firing units.

    I need it to act like a regular guided missile that faces its moving direction. :P

    Posted in: Data
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    posted a message on Weapon Cooldown after charge? (Solved)

    Very well. Ive moved them back.

    I don't use the editor with those settings tho.

    Ill try to remember to use them for future edits.

    Posted in: Data
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    posted a message on Missile returns to units new position? (Solved)

    It does not.

     

    Impact Location - Target Unit

    Launch Location - Source Unit

    Posted in: Data
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    posted a message on Missile returns to units new position? (Solved)

    I made a flying unit that fires missiles that move to the target, then return.

    It mostly works fine. Except that if the firing unit is moving, the missiles return to the location they were fired from rather than new location of the firing unit.

     

    Ive tried using a SOp Type Attachment but it does not seem to have any effect.

     

    Effect chain is:

    Launch Projectile

    --Search Area

    ----Damage

     

    Projectile Actor has:

    Actor: Is Tentacle = true

    Hosting: Host Return = Unit Actor

    Hosting: Return Site Operations = Attachment SOp

     

    Launch Effect has:

    Movement: Return Movers+ = Special Return Mover

     

    Special Return Mover's last two motion phases are both Guidance.

     

     

    How do I ensure that the projectile tracks the firing unit during its return phase?

    Posted in: Data
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    posted a message on Weapon Cooldown after charge? (Solved)

    Ill move them back if you want, but they are grouped with Cost in my editor:

     

     

    Are there different versions of the editor?

     

    EDIT:

    I made changes to the parts I know of/ were relevant to my testing.

    (I removed the (Unknown) tags so you know which ones I changed)

     

    As for how to do burst reloading, its all about simple math.

    Charge - Count Max * (Stats: Period or Stats: Reload Duration) = Charge - TimeUse

    Set e_chargeFlagRestoreAllChargesOnCooldown to true, and everything else to default and thats about it.

     

    For example, if you want a weapon with a Charge - Count Max of 50 and a Stats: Period / Stats: Reload Duration of 1 second then you would set Charge - TimeUse to be Greater Than 50.

    Each second after 50 you set Charge - TimeUse to would be how long it takes to reload the burst.

     

    Another example:

    A weapon with a Charge - Count Max of 48 and a Stats: Period / Stats: Reload Duration of 0.05 seconds requires a Charge - TimeUse of at least 2.4

    If you set Charge - TimeUse to 16, then the weapon will fire its burst for 2.4 seconds, and then have a reload time 13.6 seconds.

     

    Posted in: Data
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