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    posted a message on order ally unit to move

    @EpicurusDarwin: Go

    To create an ability, basically you need to make a "dummy ability" which is quite easy. Take a ghost's sniper round, for example, and remove all effects. You've got an ability which targets a unit but doesn't do anything.

    Then setup a trigger to something like:
    Event - unit uses ability DUMMY ABILITY
    Condition - unit is in region (whatever region restriction you want)
    Action - Issue order to targeted unit - move blah blah blah
    or
    Move targeted unit instantly blah blah blah

    Cheers!,
    Xen

    Posted in: Miscellaneous Development
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    posted a message on Need a little help with Raven - Build Turret

    @Rontu23: Go

    In the data editor, for each place turret ability, change produced unit, place unit, and placeholder unit to your desired unit.

    Posted in: Miscellaneous Development
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    posted a message on Terrain manipulation. Ramps.

    @Gamethreat: Go

    I was going to say you can't alter terrain in SC2 but then I found an actor type Terrain Deformation which I think... flattens/straightens the terrain beneath a building. I also changed the mar sara bridge doodad's footprint to "mar sara bridge" and I was able to run half way across the bridge into open space. So there may be something there, but I don't think many people (if anyone) have messed with those two things yet.

    Alternatively you can setup some sort of triggers where you change a unit's height as they run up the ramp. Which'll probably end up being fairly complicated but then again maybe not. I suppose if you setup a bunch of thin regions, you could have something where: "Unit enters X" "move unit to point with z offset". I really have no idea if that will work, but that's probably how I would first attack the problem.

    Actually I would just use non-"cliff" height deformation to create a fake cliff, using pathing blockers except on the corpse ramp. Probably need some LOS blockers, too, to finish the illusion.

    Posted in: Miscellaneous Development
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    posted a message on Cliff Jumping Item

    @devilesk: Go

    Create an upgrade A which sets the mover to cliffjumper
    Create an upgrade B which sets the mover back to ground.

    Write a trigger that sets upgrade A level to 1, B to level 0 when item is equipped
    Write a trigger that sets upgrade B level to 1, A to level 0 when item is unequipped

    Posted in: Miscellaneous Development
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    posted a message on How do you add min-max damage to a unit and a chance for units to miss when attacking?

    @Betagame: Go

    For that you'll want to create a behavior with a damage response:
    20% block 999 damage or whatever (there's multiple ways to do this)
    then put a disable validator on it, you'll want to base these validators on:
    CasterIsStationery
    &
    CliffLevelGreater

    Then you want to put the behavior on every single unit and probably put a Show - Requirement on the behavior equal to constant 0 (so it never shows a tooltip).

    That's basically how it's done, though you may have to tinker a bit to get it working.

    Posted in: Miscellaneous Development
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    posted a message on Model Collision

    @Ardnived:

    Yeah you're going to have to use something like a traceline; I haven't tinkered with that type of collision yet. There might be some way to find a Z value for the attachment point: head, but I couldn't get it to report a non-zero or non-error after a couple of mins.

    Though you say you're making a third person shooter? Have you come up with a smooth camera? I was playing around with it some, and my camera ended up moving jerkily.

    Posted in: Miscellaneous Development
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    posted a message on How do I fix unit in the Camera

    @SoyMilks:

    Did you try the... move region trigger? or the attach region to unit trigger?

    Posted in: Miscellaneous Development
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    posted a message on Model Collision

    @Ardnived:

    Specifically, no. You just need to pay very close attention to the radius data for units & other area selectors / validators when checking for collision. If you do it good enough, then no one is going to be able to tell the difference.

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Researchable detect?

    @Artanis186: Go

    Make an upgrade with no actual modifications in it. Make a behavior which enables detect at a radius of your choice. Put requirement on behavior that is Use: above upgrade completed 1. Add behavior to unit.

    Then add buttons, etc to taste

    you can look at my map if you can't get it to work. Sentries have a detect upgrade.

    Posted in: Miscellaneous Development
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