interact and sell work. But on the shop ability.. well, when I try to buy an item it says I can't spent other players resources. How do I fix this? Also even thought I have enough resources, it shows the cost in red.
I set up the ability and the unit (shop building, supply depot lowered) EXACTLY as it is set up here: (Go to 9:08)
But when my unit (Unit flag "hero" is checked) goes near the building, the share control does not happen. It remains neutral and says that the building is neutral and that I can not use it. Also, when the game starts the hero is spawned on top of the lowered supply depot (shop), if that were to make a difference.
I also tried this ability in other neutral buildings such as the forge and barracks but to no avail. And yes the ability type is interact.
I can post screenshots in 5 hours.
You need to add a splat actor and also add a Search effect under the ability's Effect - Cursor Effect field.
It does the cursor effect now, and makes target units red and what not, but if i try to click it says "must target units", also, the cursor is grey not green. It only goes green when it's over a unit. and it keeps locking to a unit instead of freely moving as I move it over units.
If you could copy your trigger as text and then post it here so I can see what you're working with so it's easier for me to help you.
I'm not OP, but I think I'm having the same problem.
What I've done: Imported the sound files(.mp3... .wav and .ogg take up too much space and apparently .mp3's work too).
Created "sounds" in the data editor under the sound tab. each song (2 songs) have there own "sound" name or whatever in the sound tab.
Created 2 new soundtracks(1 for each sound/song).
This is what the trigger looks like [SEE ATTACHED]
At the end of the opening song, it calls for the music loop trigger, which is essentially the second song that plays (wait length of song), then repeats (forever).
HOWEVER; The first trigger doesn't even execute. The default music / whatever does not stop, and my song does not start.... help?
I'm trying to make it so the nexus can cast the planet cracker ability. Except it won't shoot below the nexus(obviously), it will shoot down where the play selects. Kinda of like selecting where a mothership would cast vortex... Except it's the planet cracker ability, and a structure is doing it...
You can add a point instead of a start locations. If that doesn't work, creating them in the center of a region should.
I used start locations so I can just use one of each spawn trigger (if statement) for all the players. I changed the spawn points to the player start location., which should work fine, but doesn't. Otherwise I don't know how to have the units automatically spawn at the desired players base without copying all the triggers and specifically stating which point for each player for each spawn trigger.
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interact and sell work. But on the shop ability.. well, when I try to buy an item it says I can't spent other players resources. How do I fix this? Also even thought I have enough resources, it shows the cost in red.
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@d45z3k: Go
oh thought flag hero meant heroic... fml. Must have missed that in the video. thank you! working now!
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@FunkyUserName: Go
The test shop and test hero ALSO does not work. What is going on here??
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I set up the ability and the unit (shop building, supply depot lowered) EXACTLY as it is set up here: (Go to 9:08) But when my unit (Unit flag "hero" is checked) goes near the building, the share control does not happen. It remains neutral and says that the building is neutral and that I can not use it. Also, when the game starts the hero is spawned on top of the lowered supply depot (shop), if that were to make a difference.
I also tried this ability in other neutral buildings such as the forge and barracks but to no avail. And yes the ability type is interact. I can post screenshots in 5 hours.
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ummm... kayyy?
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No one?....
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I set it to target point instead of target point/unit for the 2 out of 3 effects I could.
Still doesn't work.. and it doesn't do damage.. Someone should make it and send it to me so I can see ?
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It does the cursor effect now, and makes target units red and what not, but if i try to click it says "must target units", also, the cursor is grey not green. It only goes green when it's over a unit. and it keeps locking to a unit instead of freely moving as I move it over units.
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It works now, but it does like... no damage whatsoever.. ughh..
How do I make the cursor turn to what the cursor looks like when casting vortex?
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I think that's it, one sec!
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@DrSuperEvil: Go
Working on it.
Edit: The "Ability Command" dropdown box is empty. I can't select the ability.
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I'm not OP, but I think I'm having the same problem.
What I've done: Imported the sound files(.mp3... .wav and .ogg take up too much space and apparently .mp3's work too).
Created "sounds" in the data editor under the sound tab. each song (2 songs) have there own "sound" name or whatever in the sound tab.
Created 2 new soundtracks(1 for each sound/song).
This is what the trigger looks like [SEE ATTACHED]
At the end of the opening song, it calls for the music loop trigger, which is essentially the second song that plays (wait length of song), then repeats (forever).
HOWEVER; The first trigger doesn't even execute. The default music / whatever does not stop, and my song does not start.... help?
0
I'm trying to make it so the nexus can cast the planet cracker ability. Except it won't shoot below the nexus(obviously), it will shoot down where the play selects. Kinda of like selecting where a mothership would cast vortex... Except it's the planet cracker ability, and a structure is doing it...
I'm really lost....
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@Yaksmanofage: Go
check your PM's
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I used start locations so I can just use one of each spawn trigger (if statement) for all the players. I changed the spawn points to the player start location., which should work fine, but doesn't. Otherwise I don't know how to have the units automatically spawn at the desired players base without copying all the triggers and specifically stating which point for each player for each spawn trigger.