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    posted a message on How to make text actor/tag? for a building that shows for any hero within range?

    How would you make a text actor/tag? for a building that displays only to the owner of a hero unit that walks within range?

    And the text automatically disappears for that player if his hero walks out of range

    Basically, I want a Health Fountain, that displays "Health Fountain" Text, to anyone who walks close enough to it, and when someone walks away from it, then the text disappears

    any players far away naturally should not be able to see the text

    Anyone know how to do this? and if the method uses text actor, text tag, or something else?

    Posted in: Miscellaneous Development
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    posted a message on Inventory Hotkeys?

    I went into the text module, but it seems that only "visually text renames" the hotkeys but not the actual hotkey?

    For example I found the num 1, num 2, num 3, num 4, num 5, num 6 in the text module (which are the item hotkeys)

    And i changed them to 1, 2, 3, 4, 5, 6 respectively, however its only a visual change (in the item description it will say (1) instead of (num1)

    The hotkeys that need to be pressed are still num1, num2, num3, num4, num5, num6

    Does the text module method really work?

    Anyone know if there is a way to change the hotkeys of the items?

    Posted in: Data
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    posted a message on Hotkeys for inventory items: possible?

    Is there a way to "rename" the hotkeys for the items?

    Instead of using Num1, Num2, Num3, Num4, Num5, Num6

    Can the hotkeys be switched to 1,2,3,4,5,6 (which is more natural for a first person shooter for example)

    Posted in: Data
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    posted a message on How to display HP bars for enemies but not your own unit?

    Is there a way to display HP bars for enemy heroes, but not your own hero? (And enemy players will see yours but not their own HP bars etc)

    Posted in: Miscellaneous Development
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    posted a message on Is there a way to make units unselectable but still targetable by spells?

    Is it possible to make it so that you can't select a unit by left clicking on them (because left click is shoot button)

    yet still can "select" unit when you cast a targeting spell such as Yamato Cannon?

    Posted in: Miscellaneous Development
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    posted a message on Any good way to order unit to stop/use item?

    anyone have any ideas how to do this in a trigger? somehow make it possible to use items while moving (with a WASD order unit to move system)?

    Posted in: Triggers
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    posted a message on Any good way to order unit to stop/use item?

    Ok so my map is using a WASD movement system but when a player is moving their hero, they can't click their instant cast inventory! (such as medikit) if a unit is moving, and the player tries to click the item in the inventory, it wont actually work

    the unit has to remain stationary, for item instant effects to be used...

    Items can't be set to transient like abilities it seems...

    So I thought of using perhaps a trigger that reacts on the event that unit casts any ability, and the condition being an instant cast type ability
    (which correctly triggers and goes into effect when a player tries to click an item, while stationary or on the move)

    Then the action for the trigger would store the "triggering order", make the unit stop, and then order the unit to do the "triggering order"

    However this doesnt work...there is a error message that there is no target or whatnot for the order that I''m giving the unit

    Also then I tried event based on unit manipulates inventory but that didnt seem to work either...

    So does Anyone know some ways to make it possible to simulate using items while the hero unit is moving (with a WASD order unit to move system)?

    Like if the unit is moving, and the player tries to click an item, a trigger will stop the unit and make the unit use the item?

    Posted in: Triggers
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    posted a message on How to make thor hand attack launch model work with abilities?

    Ok I think I finally figured it out...

    The hidden dummy unit that is created upon left click, that does the actual shooting, was using a model that couldn't support the different directions

    I changed the dummy unit model to a probe (its hidden anyhow so doesnt matter what it is) and now it seems like it works

    Thanks Rhadamant518 and GodsFury for helping

    Posted in: Data
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    posted a message on How to make thor hand attack launch model work with abilities?

    I tried going into my ability's actor which launches the sound, and put the thor hand attack launch, in the launch arts

    Also tried putting in the default ghost snipe launch art (model) as the launch art

    The angle that it comes out is still wrong and is not the direction the missile has fired....

    Someone must know how to get the launch graphic to face the same direction of the missile from the ability...

    HALP plz...

    Thanks in advance...

    Posted in: Data
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    posted a message on Is creating a single key press to attack, possible?

    So I kinda figured out everything except for:

    • Uses not only the hero's base attack speed as cooldown but also (including all item attack speed modifiers, ie item that modifies attack speed by .98 must be counted)

    I'm not even sure if it is possible to get the hero's current attack speed (including all item attack speed behavior bonuses) (weapon cooldown and weapon speed multiplier in the trigger editor don't return the attack speed that you see by hovering over the weapon icon)

    Anyone know how to get a unit's attack speed in game and return it as a real variable?

    Posted in: Miscellaneous Development
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    posted a message on How to make thor hand attack launch model work with abilities?

    So does anyone know why that error occurs, and also how to make the the blast face the correct direction of the ability each time instead of a fixed facing?

    Posted in: Data
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    posted a message on Is creating a single key press to attack, possible?

    How do you make a hero unit only "attack swing" once, when you press spacebar, instead of autoattack like normal?

    • Deals damage using the hero's base weapon damage + any items that increase melee damage ie. +5 damage or such item modifier behavior bonuses must be included
    • The damage dealt per swing is reduced by the target''s life armor (just as if normally attacking)
    • Deals damage in a frontal cone (with a sword swing arc graphic, dunno if there is something like this in sc2 models or not)
    • Uses not only the hero's base attack speed as cooldown but also (including all item attack speed modifiers, ie item that modifies attack speed by .98 must be counted)

    I'm not even sure if it is possible to get the hero's current attack speed (including all item attack speed behavior bonuses) (weapon cooldown and weapon speed multiplier in the trigger editor don't return the attack speed that you see by hovering over the weapon icon)

    for example, my hero has an attack speed of 2.3 with -0.35 speed bonus from item, but the debug message convert real to text of the units' weapon cooldown displayed 45, and the debug message convert real to text of the unit's weapon speed multiplier displayed 1

    Is that possible, and if so, whats the best way to do so?

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on How to make thor hand attack launch model work with abilities?

    Ok i sorta of got it to work, I copied the model for the thor hand attack launch

    And then created a new model actor of Model Animation Style One shot

    • And put in event for Ability.FiregunShoot.SourceFinishStart
    • Create

    Now the graphic is there, but it is always facing the same angle no matter what direction I shoot...In other words the graphics is being created towards a fixed angle, instead of where I point and shoot...

    How do I change the facing of the actor being created to match with where I am shooting?

    also i get an error sometimes:

    WARNING: Model Cache ModelLink[MuzzleFlash]; Failure to initialize.

    why would that error happen?

    Posted in: Data
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    posted a message on How to make a trigger cooldown?

    @BasharTeg: Go

    im using triggering player right now instead of variable set to player, same as you said,

    but i was wondering if there will there be problems after the 5 second wait?

    will the set boolean action after the 5 second wait still be associated with the correct triggering player?

    Posted in: Triggers
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    posted a message on How to make a trigger cooldown?

    Ok thanks guys I think I got it to work!

    I removed the extra unecessary cooldown trigger

    And put the boolean array as the first action, and then the wait of 5 seconds, and the turn back on boolean as the very last action

    Posted in: Triggers
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