There are numerous threads about controlling turrets and I was wondering if this would be a solution. Could a unit, such as one with a turret model, be attached to say, a tank? Suppose both units are neutral. Then, when a player owned unit steps on a point on map, such as in a region, change ownership of the attached turret to that player, enable its attacks, and then the player controls the turret? Then, if the player owned unit moves from that spot, disable ownership of the turret, and disable its attacks. But, how do you attach a unit to another unit? Thanks.
How did u get rid of the original UI? When u are creating the new ones with dialog boxes, does that automatically disable the old ones from being seen?
Hey, here is my flashlight trigger. Two triggers, One for flashlight light, and one to refill darkness around flashlight. It is attached to front of hero, and may be used in conjunction with an ability, as I have done. For the ability, make a new ability based off of cloak, and set the buttons to light on and light off for cloak on and cloak off, respectively. Then, in trigger editor, set event for turning flashlight on to use of ability, light on. Likewise, set event for turning light off to use of ability, light off.
Aw man, That's especially helpful. I have been trying random things. Actually, I have a new trigger, which does what i want it to to a degree; the unit(lamp rotates, and reveals an area, however, the area it reveals is much smaller than the area intended. I am not sure how to have a constant amount of area revealed. Unlike the flashlight trigger, which grows to its complete area and remains constant, the trigger for the lamp never reaches the length or width of the same amount of area and instead only reveals a small portion.
So this creates an invisible unit which rotates and projects light in the direction it faces, dispelling the darkness, which refills newly unlit areas as the unit continues to rotate. However, it doesn't reveal the proper area as I have stated above. Furthermore, because this unit is placed at a point near the lamp doodad, and is not the lamp itself, their movements are not synchronized. Is there a way to make a unit, with the model art of the rotating doodad? I would like to use variation 2 of the floodlight doodad, which is a prop. And then, once I have this unit, would it be possible to establish a direction for the direction in which the lamp light is facing? This seems difficult because I do not know if there is a way to attach an actor(not really sure what to attach though either way) to the direction in which the lamp light faces. Thanks for looking.
EDIT: Actually, it isn't rotating, it shines light once, and then stops. I have also tried adding more instances of the visibility reveal region action, such as after the make unit face angle action, and wait action but to no avail.
Would it work if I set the unit position to the position of an actor instead, and then rotate the actor? I have not the slightest idea how to do this though, I just saw that setting the variable as an actor instead as an option, and then I think it is possible to rotate the actor. Or, would it work to set the unit position to a point in front of the unit, and then make the point to look at certain angles, and define these angles as an array, while making the point hesitate, or wait, say 2 game seconds, before continuing the rotation in the next angle? Not sure how to trigger this either. Any help appreciated.
Hi, I would like to make a trigger with which a rotating searchlight provides an arc of light revealing dark areas. The map is continually black masked, so that when the lamp rotates back, the previously lit area becomes dark again. I have made a trigger which provides an arc of light in the direction in which a unit is facing and a trigger which resumes darkness; these triggers are below.
Now, I would like to use the doodad for the rotating lamp and attach this light trigger to it and have the arc of light rotate with the lamp as it rotates. How do I do this? I would like to use the variation of the lamp which is rotating, would it be possible to attach this lamp model to a unit or structure, or could the trigger be attached to the doodad itself?
Thanks
EDIT: K, now this is a correct post. I had messed up triggers before hand with the code input option.
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Hi,
There are numerous threads about controlling turrets and I was wondering if this would be a solution. Could a unit, such as one with a turret model, be attached to say, a tank? Suppose both units are neutral. Then, when a player owned unit steps on a point on map, such as in a region, change ownership of the attached turret to that player, enable its attacks, and then the player controls the turret? Then, if the player owned unit moves from that spot, disable ownership of the turret, and disable its attacks. But, how do you attach a unit to another unit? Thanks.
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How did u get rid of the original UI? When u are creating the new ones with dialog boxes, does that automatically disable the old ones from being seen?
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@DarkTrouper11: Go
Hey, here is my flashlight trigger. Two triggers, One for flashlight light, and one to refill darkness around flashlight. It is attached to front of hero, and may be used in conjunction with an ability, as I have done. For the ability, make a new ability based off of cloak, and set the buttons to light on and light off for cloak on and cloak off, respectively. Then, in trigger editor, set event for turning flashlight on to use of ability, light on. Likewise, set event for turning light off to use of ability, light off.
Flashlight trigger:
Darkness:
And if you don't want to use flashlight trigger with an ability, but want it always on, here is that trigger:
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@DeotaAndOrainAtKhazModan: Go
Aw man, That's especially helpful. I have been trying random things. Actually, I have a new trigger, which does what i want it to to a degree; the unit(lamp rotates, and reveals an area, however, the area it reveals is much smaller than the area intended. I am not sure how to have a constant amount of area revealed. Unlike the flashlight trigger, which grows to its complete area and remains constant, the trigger for the lamp never reaches the length or width of the same amount of area and instead only reveals a small portion.
Heres the rotating lamp trigger:
So this creates an invisible unit which rotates and projects light in the direction it faces, dispelling the darkness, which refills newly unlit areas as the unit continues to rotate. However, it doesn't reveal the proper area as I have stated above. Furthermore, because this unit is placed at a point near the lamp doodad, and is not the lamp itself, their movements are not synchronized. Is there a way to make a unit, with the model art of the rotating doodad? I would like to use variation 2 of the floodlight doodad, which is a prop. And then, once I have this unit, would it be possible to establish a direction for the direction in which the lamp light is facing? This seems difficult because I do not know if there is a way to attach an actor(not really sure what to attach though either way) to the direction in which the lamp light faces. Thanks for looking.
EDIT: Actually, it isn't rotating, it shines light once, and then stops. I have also tried adding more instances of the visibility reveal region action, such as after the make unit face angle action, and wait action but to no avail.
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How do you create a dummy unit?
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Would it work if I set the unit position to the position of an actor instead, and then rotate the actor? I have not the slightest idea how to do this though, I just saw that setting the variable as an actor instead as an option, and then I think it is possible to rotate the actor. Or, would it work to set the unit position to a point in front of the unit, and then make the point to look at certain angles, and define these angles as an array, while making the point hesitate, or wait, say 2 game seconds, before continuing the rotation in the next angle? Not sure how to trigger this either. Any help appreciated.
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Hi, I would like to make a trigger with which a rotating searchlight provides an arc of light revealing dark areas. The map is continually black masked, so that when the lamp rotates back, the previously lit area becomes dark again. I have made a trigger which provides an arc of light in the direction in which a unit is facing and a trigger which resumes darkness; these triggers are below.
flashlight trigger(to be lamp light arc)
Now, I would like to use the doodad for the rotating lamp and attach this light trigger to it and have the arc of light rotate with the lamp as it rotates. How do I do this? I would like to use the variation of the lamp which is rotating, would it be possible to attach this lamp model to a unit or structure, or could the trigger be attached to the doodad itself?
Thanks
EDIT: K, now this is a correct post. I had messed up triggers before hand with the code input option.