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).
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
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)])
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.
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).
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.
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.
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?
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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).
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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
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EDit: Sry, bad suggestion. Scratch that.
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I know that but i don't know what values in that trigger does what. lol
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Well how do you do that then?
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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)])
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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.
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I want to change a unit's mover via triggers. Possible? I can't seem to find the right action to do so.
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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).
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@MasterDinadan: Go
I just found out the answer to that. I need to send a message to the Actor of the unit.
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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.
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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.
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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.
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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.
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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?