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    posted a message on Z - ground height
    Quote from BacklitAvenger: Go

    If point 1 is the current pos of a projectile and point 2 is the next point in the trajectory, then by setting the height of the projectile to ((height at 1) - (height of 2)) when it moves from point 1 to point 2 should produce a level trajectory, with no variation in height. But it doesn't.

    Aha! I see what you're trying to do. Assuming the height the projectile is at is the height you want to keep it at, try this:

    Height From Ground At Pos. 2 = (Height At 1 + Height Of 1) - (Height At 2)

    That should keep it at a level height between the two points.

    Posted in: Miscellaneous Development
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    posted a message on Having problems removing units in regions

    @ThePontifex: Go

    Create a new variable of type "Unit Group", which will hold all of the spawned adds.

    Then, whenever you spawn an add, use the "Unit Group -> Add Unit To Unit Group" trigger with "Last Created Unit" as the unit to add them to the unit group variable.

    When you want to kill them, do a "For Each Unit In Unit Group" (or Pick Each if you prefer) and kill them one by one. AFTER the loop, make sure you clear out the variable. Leaving it uncleared may not cause any issues, but better safe than sorry. =)

    Posted in: Miscellaneous Development
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    posted a message on Spectre Unit

    @martinolsson: Go

    In the galaxy editor, go to the File menu and select Dependancies. Click on "Add Standard...", check off "Liberty (Campaign)" and "Liberty Story (Campaign)" and press Okay.

    Then select "Liberty Story (Campaign)" and use the UP arrow button (just right of the Delete button) to move it to the top of the list, or you will run into some issues (there is an issue with the Galaxy editor if this is not at the top of the list).

    After you do that and hit Okay again, it should be available, along with a lot of other things.

    Have fun! =)

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Disable Autowalk

    @N4n0lix: Go

    You should be able to modify the "Move" ability, set Flee Range and Flee Time to 0. Obviously this changes it for all units however. If you want to change it for one specific unit, you'll have to get a bit more in-depth.

    Posted in: Miscellaneous Development
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    posted a message on Move Units via Triggers

    You can also use "Unit -> Issue Order" if you want to issue them a move order rather than move them instantly.

    Posted in: Miscellaneous Development
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    posted a message on Z - ground height

    If I'm understanding you correctly, all you need to do is remove (Ground height at Horizontal destination) entirely from your Z calculation. If not, then try using this:

    (Height Of Point(position) - Height At Point(position))

    I haven't tested it, but going by the descriptions, Height Of Point includes the height of the terrain, Height At Point does not, which means Height Of Point minus Height At Point should give you the height of the terrain at the specified point, which you can then use to calculate the position it should be at to keep it at a level point at all times.

    Posted in: Miscellaneous Development
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    posted a message on Issues Duplicating Move/Attack Abilities

    Hey everyone,

    I'm currently in the process of modifying the Charge ability so that it can target a point as well as a unit. That's pretty straightforward in and of itself, however, there's two issues.

    1) By default, Charge uses the Attack ability, which means that if I target a point on the ground and an enemy is nearby, he'll charge off to that enemy instead of the point on the ground.

    2) I figured the easiest way to fix this was to make it use the Move ability instead of Attack, which I tried. However, the issue then is that if the zealot is ordered another move order DURING the charge, he retains the behavior (since the order hasn't changed from Move, meaning the validator doesn't fail), allowing him to charge off in a random direction at ridiculous speeds (until the behavior's duration wears off).

    So, I figured okay, the easiest way to fix this was to duplicate the Attack ability and exclude all potential targets (making him not attack anything on the path), or duplicate Move (since then if he's ordered another Move command it will be considered a different ability and the validator will fail). I've tried both of these.

    Now the issue is that when I set the ability to use the duplicated Attack or Move commands, using the ability no longer brings up a targeting reticle and I can't use the ability. It's not disabled, just doesn't let me target. The abilities are IDENTICAL to their parents, and I am not changing anything else, so I don't understand what's wrong. Is there an issue with creating new abilities based off of CAbilMove or CAbilAttack??

    Thanks for any help you can provide!

    Posted in: Miscellaneous Development
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