You have to change the footprint on the unit. Footprints determine the collision of a unit and what things it collides with. If you just want it to pass through you can always just remove the footprint completely.
Did you ever find a solution? My guess is you have to just create a solid color large resolution image - I've found nothing in my searching to say otherwise :(
Because dummy behaviours require quite a bit more data entry than a simple abstract trigger. With a trigger I have the code right in front of me cleanly laid out vs a tangled web of data that does the same thing ;)
Also note that the hidden abilities are highly dependant on units stored in variables so it's not a simple native data toggling or anything
If you repeatedly hide an ability, you need to show it just as many times for it to show back up again. i.e. take a queen and hide transfusion via triggers twice, then show it once - it won't be on the command card ... if you show it once more it will show up again. I've submitted a broken map example :)
In the data module, show raw data and find look at the id of the damage effect. This ID is your "Entry" string. "Catalog" is "Effect" since your editing the dmg, and Path would be Damage - you should be able to figure out things from there.
If you initialized Variable to be length 11 in the editor, yes. Just setup your Variable to have a length of the longest possible array you will need :)
That is because this map manually sets up the players by setting each row to their names and limiting the number of rows to the number of players - this totally goes around the add/remove player to leaderboard triggers.
You'll either want to use add player instead of the custom line of text, or when a player is removed you have to shorten the number of rows by 1 and then manually move all the text on each row, below the removed player, up one.
Deleting the game variants didn't help. I have no idea what I changed for this to suddenly happen :S I'm not using mods or anything: just the 4 defauly blizz dependancies.
Hey folks, I was wondering if it is at all possible (especially with 1.1 fix) to have a map with both campaign and mutliplayer dependencies where the mutliplayer unit profiles take precedent. i.e. future patching of units will affect my map, but still allow it to use firebats and whatnot.
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@M1n1sh4: Go
You have to change the footprint on the unit. Footprints determine the collision of a unit and what things it collides with. If you just want it to pass through you can always just remove the footprint completely.
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Did you ever find a solution? My guess is you have to just create a solid color large resolution image - I've found nothing in my searching to say otherwise :(
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@SouLCarveRR: Go
Because dummy behaviours require quite a bit more data entry than a simple abstract trigger. With a trigger I have the code right in front of me cleanly laid out vs a tangled web of data that does the same thing ;)
Also note that the hidden abilities are highly dependant on units stored in variables so it's not a simple native data toggling or anything
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If you repeatedly hide an ability, you need to show it just as many times for it to show back up again. i.e. take a queen and hide transfusion via triggers twice, then show it once - it won't be on the command card ... if you show it once more it will show up again. I've submitted a broken map example :)
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Sigh if only Blizz fixed the dependency bug you could see my Random Squad War :(
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@Ice_bane: Go
In the data module, show raw data and find look at the id of the damage effect. This ID is your "Entry" string. "Catalog" is "Effect" since your editing the dmg, and Path would be Damage - you should be able to figure out things from there.
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@obliviron: Go
If you initialized Variable to be length 11 in the editor, yes. Just setup your Variable to have a length of the longest possible array you will need :)
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@TwilightMarine: Go
That is because this map manually sets up the players by setting each row to their names and limiting the number of rows to the number of players - this totally goes around the add/remove player to leaderboard triggers.
You'll either want to use add player instead of the custom line of text, or when a player is removed you have to shorten the number of rows by 1 and then manually move all the text on each row, below the removed player, up one.
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@obliviron: Go
afaik there's no dynamic array tools in galaxy ... you can't even check the size of an existing array
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@wOlfLisK: Go
lol that's pretty good, I'm impressed by the quality of the whole thing.
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@ZyphreRZO: Go
Thank you ZyphreRZO it worked great for me :)
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If you right click on the behaviour and hit "Explain" it'll say where it's referenced ... in this case there are events in the civilian actor
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@tardcartrider: Go
Deleting the game variants didn't help. I have no idea what I changed for this to suddenly happen :S I'm not using mods or anything: just the 4 defauly blizz dependancies.
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So apparently it's under the "model" in the row "selection layer" ... who would've thought selection was related to model!?
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Hey folks, I was wondering if it is at all possible (especially with 1.1 fix) to have a map with both campaign and mutliplayer dependencies where the mutliplayer unit profiles take precedent. i.e. future patching of units will affect my map, but still allow it to use firebats and whatnot.
Thanks for any responses!