It's not that I can't change it. It's just that I'd like not to have to so often. Hence wanting different default values when creating a new function. It's no biggie if it's not possible of course.
A lot of things can be changed in the editor to make it more convenient to make maps (hotkeys, etc). When I create a function, most of the time I want it to be an Action that returns nothing. The default function has option set to Function and it returns a boolean.
Is there a way to change the editor so that every function I make is an Action returning nothing instead?
Normally I can get the range of an ability by looking it up with Catalog Field Value Get. However, I noticed that after I added upgrades that could increase this range, I still only got the default value when using Catalog Field Value Get.
Is there a way to retrieve upgraded values from data objects without having to use workarounds?
The method I suggested worked actually. Here's a map for reference.
You will require two actors per unit. One actor will show the model, and the other actor will act as the selection box. Which is attached to which didn't make any difference, so it is best to use the visible model as the main actor. This way animating the unit will be much simpler.
What you need to do with the main actor:
Set it up with the model you want for the unit and everything else as you normally do.
The field Art - Model Flag 'Allow Hit Test' is what allows the cursor to detect the actor. Uncheck this flag.
What you need to do with the model addition actor:
Give it a model that has the shape most resembling the visible model for the unit.
Scale it so it will match the visible model.
Uncheck 'Model Scale' and 'Scale' in Properties - Inherited Properties.
Add a UnitBirth event so the ModelAddition is created for the unit.
Add a SetOpacity 0 event on ActorCreation to hide the model.
One final thing I did in the reference map unrelated to the selection problem was that I set Selection Radius in the model to a higher number to increase the green selection circle of the unit.
It sounds like the launch effect might be targeting the Target Point instead of the Target Unit. Check your effects to make sure none of the effects in the chain has the target set to Target Point.
Another possibility is that your Action Actor isn't set up properly. When the missile launches, does it launch from the base of the unit or from an attachment point? (example: Weapon)
If the way selection works is anything like it was in warcraft 3, then the box/sphere that detects your mouse over the unit is defined in the model itself. The only way to change that box would be to edit the model in a 3D editor.
However, there might be workarounds. I'm thinking maybe you could give the unit's actor a different model that has a smaller selection box, hide it (set opacity 0), and use a ModelAddition to add the dragon on top of the unit's main actor (uncheck inherit opacity for this ModelAddition). I'm unsure if you'll be able to disable the dragon's selection box though, but maybe it is possible by tweaking the actor or model object.
(...) tweak your game-camera a bit, I found this to increase frame-rates a ton (...)
I didn't know this. What exactly in the camera has high frame rate cost? If it's very detailed, do you know of any other threads/resources where I might find this information?
You need to search in the Catalog: Actor
The entry must also be the name of the unit's Actor. If that is the same as the name of the unit type, then you can use what you have now, if not you will have to specify the unit-actor relationships somewhere, as I don't know how you can get a unit type's actor name directly. Field Path: Model is correct.
Of course. Try both though, and see you can have a lot more missiles in the air than ordered units. Missiles just seem like a subgroup of units. They don't possess all the properties of a commandable unit.
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@b0ne123: Go
Yeah, no... that wouldn't be worth it :)
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@b0ne123: Go
It's not that I can't change it. It's just that I'd like not to have to so often. Hence wanting different default values when creating a new function. It's no biggie if it's not possible of course.
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A lot of things can be changed in the editor to make it more convenient to make maps (hotkeys, etc). When I create a function, most of the time I want it to be an Action that returns nothing. The default function has option set to Function and it returns a boolean.
Is there a way to change the editor so that every function I make is an Action returning nothing instead?
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In the Data Editor under Alerts. You're probably looking for the object AttackUnit_Terr. Try changing the primary or secondary actions.
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@Kueken531: Go
Ahh, I hadn't thought of that. I have probably just used any player as that's the default value.
Edit: You were absolutely right. I'm getting the upgraded values now. Thanks!
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Normally I can get the range of an ability by looking it up with Catalog Field Value Get. However, I noticed that after I added upgrades that could increase this range, I still only got the default value when using Catalog Field Value Get.
Is there a way to retrieve upgraded values from data objects without having to use workarounds?
0
The method I suggested worked actually. Here's a map for reference.
You will require two actors per unit. One actor will show the model, and the other actor will act as the selection box. Which is attached to which didn't make any difference, so it is best to use the visible model as the main actor. This way animating the unit will be much simpler.
What you need to do with the main actor:
What you need to do with the model addition actor:
One final thing I did in the reference map unrelated to the selection problem was that I set Selection Radius in the model to a higher number to increase the green selection circle of the unit.
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There could be a number of reasons for that.
It sounds like the launch effect might be targeting the Target Point instead of the Target Unit. Check your effects to make sure none of the effects in the chain has the target set to Target Point.
Another possibility is that your Action Actor isn't set up properly. When the missile launches, does it launch from the base of the unit or from an attachment point? (example: Weapon)
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If you point me in the direction to where I can download the model, I'll do some testing
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If the way selection works is anything like it was in warcraft 3, then the box/sphere that detects your mouse over the unit is defined in the model itself. The only way to change that box would be to edit the model in a 3D editor.
However, there might be workarounds. I'm thinking maybe you could give the unit's actor a different model that has a smaller selection box, hide it (set opacity 0), and use a ModelAddition to add the dragon on top of the unit's main actor (uncheck inherit opacity for this ModelAddition). I'm unsure if you'll be able to disable the dragon's selection box though, but maybe it is possible by tweaking the actor or model object.
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@Karawasa: Go
Ah, I see. I thought there might be some hidden obscure options or something.
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@Zappy: Go
Really? I had given up on this a while back. I hope you are successful! I know you said don't get my hopes up, but I can't help it :)
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I didn't know this. What exactly in the camera has high frame rate cost? If it's very detailed, do you know of any other threads/resources where I might find this information?
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You need to search in the Catalog: Actor
The entry must also be the name of the unit's Actor. If that is the same as the name of the unit type, then you can use what you have now, if not you will have to specify the unit-actor relationships somewhere, as I don't know how you can get a unit type's actor name directly. Field Path: Model is correct.
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@RCIX: Go
Of course. Try both though, and see you can have a lot more missiles in the air than ordered units. Missiles just seem like a subgroup of units. They don't possess all the properties of a commandable unit.