Is this possible? I want the unit kill counter to not go up when you kill a specific unit. It's to make the counter match your actual kills, and shooting a building to convert it is not 'killing' it.
I'm having the same problem. I have a preplaced tower that emits an aura that makes allies invulnerable. This should come with a guardian bubble shield. I added it by making the Behaviour.ThisAura.On event set off a Create action in the shield actor. When the map starts, the shield correctly appears... only to mysteriously disappear about 30 seconds later. It is unclear why; the behaviour duration is infinite and the behaviour does remain on the tower.
This may not solve the problem: if stationary turn rate is zero and an ability requires the unit to face the target, it may not actually interrupt the cast; instead, the missile might home in and go around and hit anyway. I haven't tried it yet but this is what missile turrets do when you fly over them at high speed.
You don't. The tutorial uses the move order method to make the unit move. However, it can't move backwards. To do this, you need to Move Unit Instantly to a location that is the original location offset by (facing angle -180) degrees with an arbitrary distance.
The challenge is to make the fastest possible map that is still a melee map. If you can use the data editor, all bets are off: you could give buildings a footprint of 1x1 and make it so placing a building will show a large target marker and fill the entire area with buildings so as to build faster.
I'm wondering about the player 2 camera: does it have any reference to player 1 in it?
Also, why not do a Pick Every Player in (All Players) and Do, and instead of referring to player 1 just refer to Picked Player instead? Then you don't need to duplicate your camera trigger. ;)
Is it possible to make it so a unit does not automatically attack units that are in range and otherwise valid targets? You would have to either right click on the enemy unit to start the attack or use a trigger to do it (and another trigger to interrupt it if you move).
For smooth camera movement, you need Pan Camera, which does not work with mouse look. When you turn on mouse look, the camera does not automatically move with the unit. I think you can force it to move by restricting it to a region and then moving the region as outlined here (thanks for the tutorial), but this will probably make the camera stutter badly.
......
Secondly, why not use WASD and Move Unit, then disable regular movement? This means you can disable Attack and give your hero an invisible ability that is triggered to go off when you right click on an enemy.
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The kill counter? The thingy that shows up on your unit along with your rank (disciple, mentor etc)?
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Is this possible? I want the unit kill counter to not go up when you kill a specific unit. It's to make the counter match your actual kills, and shooting a building to convert it is not 'killing' it.
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Oh, you're using movement to implement WASD. Nm then.
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Or the ghetto solution: give your marine a behaviour that creates a damage effect on self that does enough damage to kill the marine.
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Or set unit speed to 0. :)
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I'm having the same problem. I have a preplaced tower that emits an aura that makes allies invulnerable. This should come with a guardian bubble shield. I added it by making the Behaviour.ThisAura.On event set off a Create action in the shield actor. When the map starts, the shield correctly appears... only to mysteriously disappear about 30 seconds later. It is unclear why; the behaviour duration is infinite and the behaviour does remain on the tower.
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This may not solve the problem: if stationary turn rate is zero and an ability requires the unit to face the target, it may not actually interrupt the cast; instead, the missile might home in and go around and hit anyway. I haven't tried it yet but this is what missile turrets do when you fly over them at high speed.
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You actually can use a weapon: give it a search effect that looks for X nearby targets and fire a missile effect at them. :)
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You don't. The tutorial uses the move order method to make the unit move. However, it can't move backwards. To do this, you need to Move Unit Instantly to a location that is the original location offset by (facing angle -180) degrees with an arbitrary distance.
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The challenge is to make the fastest possible map that is still a melee map. If you can use the data editor, all bets are off: you could give buildings a footprint of 1x1 and make it so placing a building will show a large target marker and fill the entire area with buildings so as to build faster.
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I'm wondering about the player 2 camera: does it have any reference to player 1 in it?
Also, why not do a Pick Every Player in (All Players) and Do, and instead of referring to player 1 just refer to Picked Player instead? Then you don't need to duplicate your camera trigger. ;)
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Is it possible to make it so a unit does not automatically attack units that are in range and otherwise valid targets? You would have to either right click on the enemy unit to start the attack or use a trigger to do it (and another trigger to interrupt it if you move).
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So how close are we to true mouselook?
For smooth camera movement, you need Pan Camera, which does not work with mouse look. When you turn on mouse look, the camera does not automatically move with the unit. I think you can force it to move by restricting it to a region and then moving the region as outlined here (thanks for the tutorial), but this will probably make the camera stutter badly.
......
Secondly, why not use WASD and Move Unit, then disable regular movement? This means you can disable Attack and give your hero an invisible ability that is triggered to go off when you right click on an enemy.
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I wouldn't use stalkers; SCVs seem more appropriate. 'At outpost #23891 nothing exciting ever happens...'
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Be very careful with games where doing well makes you stronger. This may result in an unsurmountable snowball as soon as one team gains an advantage.