Hey everyone seems when I searched the forum for an answer all I got was Attachment Points. However that is not what I am talking about. This may need to get moved to AI Development.
My Question
How, using triggers, can I attach a point to a unit?
Background Story
If your interested
I need to attach a point to a unit. The reason for this is to create a accurate target for the AI. The game I'm making evolves triggers activating preset waves in the AI Module. Now I realize you can attach point to a unit that's created in Terrain Module but since I'm creating units through triggers I can't use this option.
I've attached pictures below of the points I want to attach to a unit.
I've also attached a picture of the method I talked about above in 'Background Story'
You change the positioning of attached actors under the Host: Host Site Operations field.
If you want to remove the minerals that appear completely you go into the Carry Mineral Field Minerals actor, Event: Events field and remove every event that looks like Behavior.CarryMineralsWhatever.Start or Behavior.Carry[...].Stop
Hey every one! :)
I ran into an visual issue recently I'd like to fix. I gave the marine the ability to harvest and the drop-off for the marine is himself. Its the same system Mineral Z uses to harvest minerals.
If interrupted while harvesting he has a huge piece of mineral hanging out of his chest. Although I like the fashion statement, it has to go.
The Answers I Need
How to change this model to something else
How to move this model to a different position
If I can place this model on the ground next to the place I'm harvesting from.
Extras
Below I have attached a image of what I'm talking about.
Please respond with a screenshot so I know what your talking about.
I am currently trying to make it where my TPS character only auto attacks in front on himself and doesn't turn much. I'm using WASD controls and the auto turn that comes with the auto attack is messing up the users control of the unit.
The AI Module may also add some improved performance vs using triggers. Proving that the AI Module offers CPU benefit is a hard task. Either way you can do more with triggers than with the AI Module. Blizzard described its purpose as being a easy way to visualize attack waves.
I personally suggest using the AI Module for setting up the basic stuff and once you need some fine tuning switch over to triggers. Both should work together hand and hand if it set up right.
Yesterday I learned how to import WOW models into my map. Thought that was so cool so proceeded to import several models. All was going well until... I tried uploading a particular model. After which when tested my map no sound played. OMG
With at least 100 or 200 hours into this my it scarred the crap out of me. I soon found that if i restart my editor and then immediately test my map the map will have sound. Although if i test it again later on after some edits the sound will be gone again.
Hopefully i explained that well enough. Does anyone know how to fix this bug? Also it doesn't seem to affect publishing.
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How to Attach a Point to a Unit
Hey everyone seems when I searched the forum for an answer all I got was Attachment Points. However that is not what I am talking about. This may need to get moved to AI Development.
My Question
How, using triggers, can I attach a point to a unit?
Background Story
If your interested I need to attach a point to a unit. The reason for this is to create a accurate target for the AI. The game I'm making evolves triggers activating preset waves in the AI Module. Now I realize you can attach point to a unit that's created in Terrain Module but since I'm creating units through triggers I can't use this option.
I've attached pictures below of the points I want to attach to a unit.
I've also attached a picture of the method I talked about above in 'Background Story'
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Alright I was able to remove the model using the method below. Thanks for all the help I learned a lot from this.
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I'll be free tonight to work on this. Thanks for the quick responses. I'll post again once I try out all your ideas.
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Well I looked under both and didn't see anything model related. I've posted some images below to help refresh your memory ;)
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Harvesting Help
My Problem
Hey every one! :)
I ran into an visual issue recently I'd like to fix. I gave the marine the ability to harvest and the drop-off for the marine is himself. Its the same system Mineral Z uses to harvest minerals.
If interrupted while harvesting he has a huge piece of mineral hanging out of his chest. Although I like the fashion statement, it has to go.
The Answers I Need
Extras
Below I have attached a image of what I'm talking about.
Please respond with a screenshot so I know what your talking about.
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Good call Terhonator.
Also I plan on redoing this video in the coming days. It will include more advanced AI tools and focus on simplicity.
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Zombie Post Bump!
I would like to know how to do this.
I am currently trying to make it where my TPS character only auto attacks in front on himself and doesn't turn much. I'm using WASD controls and the auto turn that comes with the auto attack is messing up the users control of the unit.
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I agree thats what i would like as well but considering everything in 1.5.0.... I have no problems at all with the improvements
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The AI Module may also add some improved performance vs using triggers. Proving that the AI Module offers CPU benefit is a hard task. Either way you can do more with triggers than with the AI Module. Blizzard described its purpose as being a easy way to visualize attack waves.
I personally suggest using the AI Module for setting up the basic stuff and once you need some fine tuning switch over to triggers. Both should work together hand and hand if it set up right.
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Timings
Arrival Time
Arrival Time is the time given for attack waves to transit to their target.
Notes:
Gather Time
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Basics of AI Module
Still learning about how AI Module works.
So things I learned
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I'll try that in a day or two.
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Double bump!!
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bump!
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No Sound in Map Tester
Yesterday I learned how to import WOW models into my map. Thought that was so cool so proceeded to import several models. All was going well until... I tried uploading a particular model. After which when tested my map no sound played. OMG
With at least 100 or 200 hours into this my it scarred the crap out of me. I soon found that if i restart my editor and then immediately test my map the map will have sound. Although if i test it again later on after some edits the sound will be gone again.
Hopefully i explained that well enough. Does anyone know how to fix this bug?
Also it doesn't seem to affect publishing.