Hmm.. the reason I needed this is because of bullies and buildings that are not initially created but placed on the level itself. However when a neutral or enemy player stands on top of the building (which is not constructed), the AI can't build it even with ignore placement on.
I guess you are right, I might have to play around with footprints or create an effect that push units away before building.
When an ally or own unit is in the way of a building placement, the units will automatically move out. Is this possible for enemy units? Is there a data field for this for me to customize? I can't seem to find any.
I have been searching for this for quite a while, most answers are to create a doodad with an actor. However creating a doodad dynamically with create actor or create model doesn't give me collision. However placing the doodad on the ground with the doodad editor gives me collision. How do I enable the collision or footprint after creating so that units can't walk through?
Is there a way to increase cast time dynamically like with a buff or anything else? I can't seem to find anything that modify an ability cast time on run time.
Is it possible to cast an ability when a unit is right clicked without using "gather ability" because i need it to show progress bar? If it is possible, what is the best possible way to do it?
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I gonna give that a try, sounds like a good idea. Should be solved for now :)
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Solved :)
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That is actually a good idea! [: +Rep
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I solved it. The reason is because I didn't set player 2 in Map > Player Properties to Computer Controlled -_-.
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Hello fellow artists,
I am in need of team colors for 2 critters (HoTS) listed below: 1. Critter - Cleaning Bot 2. Critter - Lab Bot 1-X
There are no requirements from me on how or where the team color should be. As long as it is visible and look normal I am fine with it :)
Thanks
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Hmm.. the reason I needed this is because of bullies and buildings that are not initially created but placed on the level itself. However when a neutral or enemy player stands on top of the building (which is not constructed), the AI can't build it even with ignore placement on.
I guess you are right, I might have to play around with footprints or create an effect that push units away before building.
Thanks for the help.
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When an ally or own unit is in the way of a building placement, the units will automatically move out. Is this possible for enemy units? Is there a data field for this for me to customize? I can't seem to find any.
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Hi, is this a known issue? What I did was created a start campaign AI for player 2 under actions and it gives me an error during runtime.
Pics:
Click to enlarge.
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I see, time to convert all doodads to units ]: Thanks for the reply!
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I have been searching for this for quite a while, most answers are to create a doodad with an actor. However creating a doodad dynamically with create actor or create model doesn't give me collision. However placing the doodad on the ground with the doodad editor gives me collision. How do I enable the collision or footprint after creating so that units can't walk through?
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Thanks for the reply. That is unfortunate, I guess trigger is the way to go.
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Is there a way to increase cast time dynamically like with a buff or anything else? I can't seem to find anything that modify an ability cast time on run time.
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Smart command works perfectly, I didn't want auto cast as I want player to control when to cast it [:
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Awesome! Thanks :)
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Is it possible to cast an ability when a unit is right clicked without using "gather ability" because i need it to show progress bar? If it is possible, what is the best possible way to do it?
Thanks