So as so many other I've got a unit who shoots projectiles in form of flying terrain height ignoring dummy units who explode on impact with other units. I've realized though, that if you stand on a cliff above some units, once oyu fire the projectiles will still explode above the units and kill them, even though they are flying above them. So I was wondering if there is a way to either stop my projectiles from going through walls / off cliffs or, stop the search behavior from detecting unit that are not on the same cliffheight as they are? Any help is welcome
Second again :P My least favourite is the third, it closes off the icons from the text... The first and second are very similar, however I like the change in sizes between the textbox and the image, makkes it that much more dynamic to look at. It also gives the idea that the image presents the item initially and then the text(name?) is to give you an actual description/name of the item. It's important for this kind of system though, to have Icons that fit the given item :)
True, this method however does bring up alot of issues with regards to other units, collision with terrain ect. but it does seem to be the only way to do it
How bout making a variable called "Inv Count" or something, making it +1 everytime you pickup an item, then prevent the shops from doing anything using some sort of trigger if the "Inv Count" is as high as your max inventory space
Does someone know how to make transmission texts actually show up? I've seen other threads concerning the issue, however none of them contained a solution.
Wouldn't it be possible to check when a unit is attacked whether the attacking unit is your unit, and then if it is then do whatever you wish it to do?
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So as so many other I've got a unit who shoots projectiles in form of flying terrain height ignoring dummy units who explode on impact with other units. I've realized though, that if you stand on a cliff above some units, once oyu fire the projectiles will still explode above the units and kill them, even though they are flying above them. So I was wondering if there is a way to either stop my projectiles from going through walls / off cliffs or, stop the search behavior from detecting unit that are not on the same cliffheight as they are? Any help is welcome
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Lucky bastard, I honestly can't make anything besides the common "box with text" :/
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That looks really nice :)
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Second again :P My least favourite is the third, it closes off the icons from the text... The first and second are very similar, however I like the change in sizes between the textbox and the image, makkes it that much more dynamic to look at. It also gives the idea that the image presents the item initially and then the text(name?) is to give you an actual description/name of the item. It's important for this kind of system though, to have Icons that fit the given item :)
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I'd say the second one as it seperates the items better, and also very easy on the eye.
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Hm yea that's an issue, Im'a do some some thinkin and come to you if i tihnk of something
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True that... And from your reaction I take that is not the case... hm... How many units are we talking about?
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That is true, you could perhaps pause the shop once the last inventory slot is filled, and unpause once it's cleared again ?
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@s3rius: Go
True, this method however does bring up alot of issues with regards to other units, collision with terrain ect. but it does seem to be the only way to do it
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It truly is a shame, would be very usefull to have mouse position, maybe just for singleplayer maps :/
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How bout making a variable called "Inv Count" or something, making it +1 everytime you pickup an item, then prevent the shops from doing anything using some sort of trigger if the "Inv Count" is as high as your max inventory space
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Does someone know how to make transmission texts actually show up? I've seen other threads concerning the issue, however none of them contained a solution.
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Wouldn't it be possible to check when a unit is attacked whether the attacking unit is your unit, and then if it is then do whatever you wish it to do?
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I put them in an "and" condition, no change... could it have something to do with the fact that the damaging unit uses a modified baneling aoe damage?