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    posted a message on Making a neutral bunker/transport

    I've managed to make a neutral bunker, as in, a bunker anyone can use (only 1 at a time though). For this I used the "Shop Sharing" system from Bifuu's hero tutorial and a Neural Parasite type Behavior (so you "capture" the Bunker by entering) which is applied to the bunker through the transport ability. My problem is that when I exit the bunker, both it and my unit switch over to the neutral player. I have tried various "apply Behavior upon unloading" variants, but either I missed the "Player" reference to the unit owner or it just doesn't work. I guess transports inflict a permanent mind control upon their cargo, which can't be traced back to the previous owner? Does anyone have a trigger-free solution to this?

    Posted in: Miscellaneous Development
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    posted a message on How to I kill all units in a unit group?

    "Pick all units in unit group and do" (under Unit Group) should work

    Posted in: Miscellaneous Development
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    posted a message on Anyway to research the same upgrade several times?

    @Gurrgel: Go

    What does the upgrade do? You could upgrade the unit like Overseer/Baneling morph. (That's probably how the alpha version Battlecruisers worked too) Just copy the unit (and actors...) and change the stats you want to change. (Good way to do it if you upgrade to a different unit altogether) Or make an ability which gives the bonus and add a resource cost to it (under "Cost+"), though I haven't tried it yet. This is a lot easier if you only want to change a few stats (a Buff Behavior can change almost everything)

    Posted in: Miscellaneous Development
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    posted a message on [Solved]How do you ref an effect-type actor?

    I tried coloring units recently, based on the Phase Shift/Mass Recall actors, and it works for units. My problem is that I need a reference to the actor's origin to color it, in the case of a unit this is _Unit (see Phase Shift/Mass Recall), however I don't know the reference to an effect. Let's say, for example, I want a green Psi Storm. So, I go to the Psi Storm-Model Actor and add the following to Event+: ActorCreation,SetTintColor (color=green, duration=0=infinite). If I add this to a unit's actor, even if I set its model to the Psi Storm one, and set "Target" to _Unit, said unit is permanently colored green. However, for the Psi Storm actor it doesn't work because I don't know the "Target" reference (and it's a string input) If someone tells me how to do it I can add map, I'm new here. Thanks in advance

    Posted in: Miscellaneous Development
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