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    posted a message on Unit Selection Bug

    I have already check all the values that i know may affect it, but nothing.

    The only POSSIBLE reason that i can think of is that i originally duplicated the unit from the Interceptor(due to a certain reason i shall not mention).

    Posted in: Miscellaneous Development
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    posted a message on Unit Selection Bug

    I seem to have this problem that appears for my Custom Units and i have no idea what causes it. Basically the problem is that i am unable to "click" select my units nor does the pre-selection cursor appear when your mouse is over the unit. However, i can still select the unit by drag-select but because of this bug i am unable to target those units using abilities. Note that this only applies to my CUSTOM units, not the default units. Does anyone know what's the problem here? Thanks

    Posted in: Miscellaneous Development
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    posted a message on Mouse, Camera

    EDit: Sry, bad suggestion. Scratch that.

    Posted in: Miscellaneous Development
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    posted a message on Changing Unit's Mover

    I know that but i don't know what values in that trigger does what. lol

    Posted in: Miscellaneous Development
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    posted a message on Changing Unit's Mover

    Well how do you do that then?

    Posted in: Miscellaneous Development
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    posted a message on Pausing Animation

    Hmmm i'm not sure if i did this right(coz it's not working!). I'll post what i did and you tell me if i did anything wrong:

    Actor(on Zealot): Behaviour.BlockPause.On ->TimerSet 0.200000 TimerExpired.Zealot ->AnimSetPaused BSD Behaviour.BlockPause.Off ->AnimSetPaused BSD 0

    Animation Trigger: Unit - Add 1 Block Pause (Custom) to Hero[(Triggering player)] from Hero[(Triggering player)] Animation - Play Walk animation for (Actor for Hero[(Triggering player)]) as Default, using No Options options and Default Time blend time

    Stop Animation Trigger: Unit - Remove 1 Block Pause (Custom) from Hero[(Triggering player)] Animation - Clear the Default animation for (Actor for Hero[(Triggering player)])

    Posted in: Miscellaneous Development
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    posted a message on Pausing Animation

    How do i pause a unit's animation? Reason: I want my zealot to perform a "Block" action by using the "Walk" animation as a base. However, since the walk animation involves moving the zealot's legs, i want to pause it so it looks like its standing with it's arm raised.

    Posted in: Miscellaneous Development
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    posted a message on Changing Unit's Mover

    I want to change a unit's mover via triggers. Possible? I can't seem to find the right action to do so.

    Posted in: Miscellaneous Development
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    posted a message on Disabling Shields

    Just wondering, is there a way to disabling/re-enabling a unit's Shields via trigger? Example: A Zealot can manually put up a shield(enabling shields), but when that shield is depleted, he cannot use that shield again for 10 seconds(disabling).

    Posted in: Miscellaneous Development
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    posted a message on Unit Rotation

    @MasterDinadan: Go

    I just found out the answer to that. I need to send a message to the Actor of the unit.

    Posted in: Miscellaneous Development
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    posted a message on Unit Rotation
    Quote from Milkakuh02: Go

    It's something like "Make unit face Angle" or "Change Units Facing Angle"

    unit ROTATION, not angle.

    Example: Jet fighter in FPS mode where the fighter's Z-axis rotation(or is that y?) changes according to camera pitch.

    Posted in: Miscellaneous Development
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    posted a message on Unit Rotation

    Does anyone know how to change a unit's rotation via triggers? This was possible in WCIII but i can't find it anywhere here in SC2.

    And no, i'm not talking about unit's facing angle.

    Posted in: Miscellaneous Development
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    posted a message on Locust Ability

    Well the point now is that in SC2 i need to SELECT a target for the ability, while in WCIII it just hits whoever the ability acquires first. How do you set it that way for the Hangar ability? Basically what i want is that the ability auto-acquires its own targets without having the player choose for it.

    EDIT: Come to think of it i can't make Carrier weapons auto-attack either, not like with normal weapons.

    EDIT: Also, another issue with using Externals is that it only stays in one place. It doesn't hover around the carrier like the Locusts in WCIII.

    Posted in: Miscellaneous Development
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    posted a message on Locust Ability

    But does this mean i need to select a target for the locusts attack? Coz what i want is to remake WCIII's locust ability, that when you use the ability, you won't have to select a target but the locusts will automatically come out and hover around the casting unit for a set amount of time.

    Posted in: Miscellaneous Development
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    posted a message on Locust Ability

    I'm just wondering if it's possible to change the Carrier's Attack into a WCIII-style Locust ability that launches all fighters that hover around the Carrier instead of attacking a target then returning to the Carrier?

    Posted in: Miscellaneous Development
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