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    posted a message on Changing unit portraits via triggers

    I guess a different way to phrase what I was asking above, is if there is any way to change the actor of a unit via triggers. Morphing wouldn't be a good idea since the morph could be almost any unit, and then I'd have to make alot of abilities.

    I've figured out how to add a actor to a unit, but I can't seem to get the old one to disappear. Even trying to send the existing actor a message to change opacity to 1.0 didn't work.

    Any hints?

    Posted in: Triggers
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    posted a message on Small Guy, Big (Camera) Problem

    @GothiThePriest: Go

    Even changing the Z offset to the unit height from 0 doesn't seem to help. Thanks everyone for your suggestions.

    But I'm still stuck. If you zoom in on a unit (set camera distance to 10x smaller), and tell the camera to follow the unit, it will go to some area halfway across the map from the unit. I could set an offset, but is there anything better than trial and error?

    Thanks

    Posted in: Triggers
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    posted a message on Need Clarification on Cameras
    Quote from Trithilon: Go

    2. How do I get set the Position of a Camera to a Certain point? (Does panning only change the view of the camera or does it change the position of it as well?)

    I am very interested in knowing the answer to this myself.

    Posted in: Triggers
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    posted a message on Changing unit portraits via triggers

    Is there any was to change unit's portrait (ie the picture of the unit's head that you see beside the command card) using triggers? Or any way to do it dynamically? I can't seem to figure it out - it seems to be a "set and forget" type deal from the data editor. Also the unit sounds.

    I want to make it so that when a player is driving a vehicle, the portrait/sounds will be that of the driving unit, not the vehicle's.

    Thanks

    Posted in: Triggers
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    posted a message on Modify Hercules Model

    @ubermikeleet: Go Yes, you're right, thanks. Theres the Hercules and then the Hercules lander ;) And for those curious, they two models can be separated with the "Animation Group Apply" Actor Event.

    Posted in: Data
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    posted a message on Modify Hercules Model

    Hello,

    For those of you that are familiar with the default hercules/colonist/colony ship unit, you know that it's set up to change to a landing model whenever it is not moving. I've tried to prevent it from doing so by removing all relevant actor events - but it still converts models when it's not moving. I can't seem to find any relevant information in the model itself either. Does anyone know how I can separate the unit into two separate models - one stopped and one moving?

    Thanks.

    Posted in: Data
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    posted a message on Changing Actor Rotation (Roll)

    Has anyone had any luck with this?

    I'm in the same boat now, triggers would be great! XD

    Posted in: Triggers
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    posted a message on Interact Ability Questions
    I've recently been playing around with the "Interact" ability, and I've noticed a few thing that make it stand out that I don't undestand. If anyone could enlighten me as to why these things are happening, I'd appreciate it.
    1) How does the cast actually work? Is it a channel type ability (I don't think so). Is it constantly casting on a unit in order to share it's control/vision? That would explain why it deactivates automatically when the target unit is out of range, but that seems like a lot of casting...

    2) The usual way to use the interact ability is to have it autocast - i.e. the unit uses the ability on its own as per some vaildators/filters. If that's true, the ability should be firing normally when a unit comes into its range. However, any attempts to detect this ability use with the "Any unit uses ability" trigger prove futile. The triggers never see it being used.

    3) I should be able to use the ability "manually" with a trigger (i.e. no autocast). However, efforts to use the "Issue Order" command prove futile. (Yes, the proper ability command/target are selected). It just doesn't issue the command.

    Any thoughts?
    Thanks!
    Posted in: Data
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    posted a message on Hide units from any players (includeing allies)?

    Bump. The allied vision thing is really screwing me over on this one...

    Posted in: Data
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    posted a message on Getting Rid Of Floating Text On Vital Boost

    I finally found it - it is associated with the ability after all. Go under Ability -> Cost and make sure that the "Cost Display" checkboxes aren't checked.

    Posted in: Data
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    posted a message on Getting Rid Of Floating Text On Vital Boost

    So I have an ability that costs -10 energy (i.e, gives the caster 10 energy on use). Whenever I use the ability, a purple "+10" text floats upwards from the casting unit. I don't want it - how do I get rid of it? I assume it's some general thing not related to the ability...

    Thanks

    Posted in: Data
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    posted a message on Auto-Cast Validator Compare 2 Units

    For those interrested....

    I solved this problem - kind of. Although I couldn't figure out how to compare two units, I did come across an important piece of information - TSEnergy softs in order of ASCENDING energy amounts XD. All you have to do is create a custom Sort Target data type and check the "Descending" box.

    Posted in: Data
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    posted a message on Auto-Cast Validator Compare 2 Units

    Anyone? I'm pretty stuck on this...

    Posted in: Data
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    posted a message on Auto-Cast Validator Compare 2 Units

    So I have multiple units in the same area, all of which have an auto-casted ability to steal another unit's energy. However, I want to make it so that the auto-cast will only target units if they have more energy than the unit which hosts (casts) the ability. (ie in the long run, the units will all have the same energy). See attached map.

    I've tried using the TSEnergy sort, which didn't seem to do anything (?), and as well using the 'Unit Compare Vital" validator, but that just seems to be able to compare one unit's energy to a preset value. Does anyone know of a way to compare the energy of the two units?

    Thanks

    Posted in: Data
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    posted a message on Ability won't work when cast from building

    @iprefermuffins: Go

    Awesome, thanks

    Posted in: Data
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