Missile turret have turret in model imp and Firebat Unit don't.
If I use footprint 1x1 it wirks fine but firebat don't rutate when he's firing.
And when I don't use footptint 1x1 firebat is rotating but units tries to pass between it and nearest object (like I showed on picture)
1. Go to unit tab 2. Data/Add Object 3. Don’t change Based on; Set name, suggest name, and pick copy from and choose some unit
4. Go to actors tab 5. Data/Add Object 6. Actor Type: Unit; Based on: GenericUnitBase; Copy From: pick a unit 7. Change Actors Unit Name Field and you should have your custom unit from point 2. there to pick
I created structure with Firebat model. I want him to rotate facing enemy and fire.
When I set Movement - Pathing Footprint to Footprint 1x1 (contour) it stand in place.
So I leave it empty and set Movement - Radius. After that my firebat is nicely rotating and shooting enemies.
There is in fact 1 problem. Problem with collisions.
Firebat is working well but when there is a line of towers and waves come thou this maze they block on those firebats trying to get pass them....
This problem don't occur with footprint 1x1 (contour).
I tested that for submenu also.
I created another ability and requirement for researching concusive cells for marauder and set it to 50minerals 50 gas and I placed it in submenu and its working and cost is working
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Missile turret have turret in model imp and Firebat Unit don't.
If I use footprint 1x1 it wirks fine but firebat don't rutate when he's firing.
And when I don't use footptint 1x1 firebat is rotating but units tries to pass between it and nearest object (like I showed on picture)
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Event
every 10 secs
Action
pick every unit that from player X group
order picked unit to move to region_destination
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I discovered the correct order t make everything work.
1. Liberty (Campaign)
2. Liberty Multi (Mod)
3. Liberty (Mod)
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I hope she will be available as a high poly model in zerg expansion :)
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1. Go to unit tab
2. Data/Add Object
3. Don’t change Based on; Set name, suggest name, and pick copy from and choose some unit
4. Go to actors tab
5. Data/Add Object
6. Actor Type: Unit; Based on: GenericUnitBase; Copy From: pick a unit
7. Change Actors Unit Name Field and you should have your custom unit from point 2. there to pick
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anyone ? :/
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when you create behavior u have modification - > movement; you should find the rest also ;)
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I made an example image to explain what I mean. 2 situations 1 with footprints 2nd without them and only with range
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yeah no or required just add few events at the same time :) its weird ;)
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I created structure with Firebat model. I want him to rotate facing enemy and fire.
When I set Movement - Pathing Footprint to Footprint 1x1 (contour) it stand in place.
So I leave it empty and set Movement - Radius. After that my firebat is nicely rotating and shooting enemies.
There is in fact 1 problem. Problem with collisions.
Firebat is working well but when there is a line of towers and waves come thou this maze they block on those firebats trying to get pass them....
This problem don't occur with footprint 1x1 (contour).
Any ideas how to solve it?
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I tested that for submenu also. I created another ability and requirement for researching concusive cells for marauder and set it to 50minerals 50 gas and I placed it in submenu and its working and cost is working
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1. Create requirement
2. Create an Ability and set there this requirement
3. Create unit or building and add your ability there ;)

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yeah, at first look she looks different, but its probably some mutations. I just thought they didn't care if those 2 models are the same :)
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Playable alone: http://www.sc2mapster.com/maps/puzzle-td/
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You can shift + click and stack move orders ^_-