I have a unit which has 2 magazines of range and melee units. I want them to form two straight rows when they appear on the battlefield from magazine keeper, like this:
XXXXX
YYYYY
Melee units in the first row, range units in a row behind. Is there some elegant way to do this?
The launch type field of magazine has no "form a squad" option. I have tried to set persistent offset, but it didn't affected use magazine effect. Any more ideas?
Well, the problem is solved, I just change the type's radius for 0.2 second, when single unit needs it, and then I change it back, and other units of the type have no time to feel the change. So it seems like I change single units's radius :)
I'm afraid I need to change specific unit's radius, not the whole type. But seems like I can make this little adjustment in a short period of time, and then set it back to normal, and other units of this type won't feel anything.
Are you talking there about click unit radius? I don't think my issue can be solved by actor manipulating, because the collide radius isn't actor's property.
Lemme explain my specific aim I want to reach.
My infantry unit has the ability to create a little bunker and enter it. When I use this ability, unit places the bunker - not at the point he stays, but a little aside, because of radius. I want to set infantry radius to zero for a little period of time between the moment I oder unit to place the bunker and the moment it places it. So the bunker will appear at unit's point.
I thought it adresses CUnit_Radius, but it soesn't. Because UnitSetPropertyFixed(EventUnit(), c_unitPropRadius, 0.0); does seemingly nothing. So, subj.
And another question: is there a constant which adresses CUnit_Radius?
THere is a building which have the ability to place a turret.
I've created a circle agent for the ability which shows its radius - where can I place my turret. It works.
Now, I need another circle which would show turret radius around the pointer of the ability. I've created a range agent (CActorRange), I've set the range amount of my turret, and defined the event ability->pointer to create the actor. And it doesn't show a circle. What else does it need? Any tips?
How to show little numbers above units head? For example when the probe in MineralZ map harvests crystal, numbers rising above his head. Or some maps use it to show income, given after the creep unit's dead.
I want to use it when my unit executes uninterruptable order like ghost nuke launch. I want to show countdown before the unit get to be available for commands again. What's the rightest way to implement it?
I meant "a unit with transport ability" as "carrier". We don't touch Carriers in this thread, it's all about transport units, which allow its cargo to attack like bunkers do.
The problem is when a transport unit is moving, the attack-redirect ability command become disabled, and it enables when only the units stops.
There were some "moving bunker" threads in the past with the main question: how to make attack - redirect ability command to be enabled always, not only when the carrier doesn't move. This issue was never solved as my search results say.
But I don't believe we can't implement some kind of APC which allows its cargo to attack from inside. So I hope someone knows how to solve the main problem:
1. Attack - redirect ability command become disabled when the carrier moves. How to make it to be always enabled?
And there are a couple of more issues:
2. When the attack command of carrier is "attack - redirect", it refuses to move in attack-move mode.
3. When I try to use a trigger like "when attack ability is used -> use attack-redirect ability too", the carrier just stack attacking and I can't give it any commands, it just attacks the target until it's dead. And the attack-redirect ability doesn't work when the carrier attacks enemy, only when i command it to attack friendly unit. So I failed trying to solve the problems with triggers. Hope someone can offer another approach.
Any ideas concerning the issue would be appreciated.
0
For now, I can see the following way.
Trigger will check the event of magazine keeper attacks. The attack will release all magazine units in 0 seconds.
The action for this triggers will be to teleport all these units to the calculated points of the formation.
So, the question is: how to select all magazine units of the event unit?
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I have a unit which has 2 magazines of range and melee units. I want them to form two straight rows when they appear on the battlefield from magazine keeper, like this:
Melee units in the first row, range units in a row behind. Is there some elegant way to do this?
The launch type field of magazine has no "form a squad" option. I have tried to set persistent offset, but it didn't affected use magazine effect. Any more ideas?
0
Well, the problem is solved, I just change the type's radius for 0.2 second, when single unit needs it, and then I change it back, and other units of the type have no time to feel the change. So it seems like I change single units's radius :)
Thanks, guys.
0
@uiasdnmb: Go
I'm afraid I need to change specific unit's radius, not the whole type. But seems like I can make this little adjustment in a short period of time, and then set it back to normal, and other units of this type won't feel anything.
@AluCardvanHellsing: Go
Are you talking there about click unit radius? I don't think my issue can be solved by actor manipulating, because the collide radius isn't actor's property.
Lemme explain my specific aim I want to reach.
My infantry unit has the ability to create a little bunker and enter it. When I use this ability, unit places the bunker - not at the point he stays, but a little aside, because of radius. I want to set infantry radius to zero for a little period of time between the moment I oder unit to place the bunker and the moment it places it. So the bunker will appear at unit's point.
0
I thought it adresses CUnit_Radius, but it soesn't. Because UnitSetPropertyFixed(EventUnit(), c_unitPropRadius, 0.0); does seemingly nothing. So, subj.
And another question: is there a constant which adresses CUnit_Radius?
0
Trigger doesn't allow to change radius, it can only change properties like life, energy, experience etc. It uses funcion
with some constats, for example:
c_unitPropLife constant adresses life of unit
So I just tried to use another constant, to adress unit's radius, and it doesn't work by unknown reason.
Concerning behaviors, I haven't found any radius adjustments in behavior's modify field.
0
The one which called CUnit_Radius as raw data. The radius which doesn't allow units to be at one point of map.
I think we adress it with c_unitPropRadius constant in set value function, doesn't we?
0
I have a trigger, which supposed to change unit's radius when he uses an ability,
I've tried both:
None of them works. Why?
0
THere is a building which have the ability to place a turret.
I've created a circle agent for the ability which shows its radius - where can I place my turret. It works.
Now, I need another circle which would show turret radius around the pointer of the ability. I've created a range agent (CActorRange), I've set the range amount of my turret, and defined the event ability->pointer to create the actor. And it doesn't show a circle. What else does it need? Any tips?
0
Oh, interesting, thanx for information.
My effect shows countdown between the moments of ability start and finish, so it's quite simple as a trigger.
0
As a programmer, I prefered the trigger way. Thank you.
0
How to show little numbers above units head? For example when the probe in MineralZ map harvests crystal, numbers rising above his head. Or some maps use it to show income, given after the creep unit's dead.
I want to use it when my unit executes uninterruptable order like ghost nuke launch. I want to show countdown before the unit get to be available for commands again. What's the rightest way to implement it?
0
Oh, hidden units. Right. Thanks!
But before I read this answer, I made loading units to recieve a behavior with 100 ignored damage...
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I meant "a unit with transport ability" as "carrier". We don't touch Carriers in this thread, it's all about transport units, which allow its cargo to attack like bunkers do.
The problem is when a transport unit is moving, the attack-redirect ability command become disabled, and it enables when only the units stops.
0
There were some "moving bunker" threads in the past with the main question: how to make attack - redirect ability command to be enabled always, not only when the carrier doesn't move. This issue was never solved as my search results say.
But I don't believe we can't implement some kind of APC which allows its cargo to attack from inside. So I hope someone knows how to solve the main problem:
1. Attack - redirect ability command become disabled when the carrier moves. How to make it to be always enabled?
And there are a couple of more issues:
2. When the attack command of carrier is "attack - redirect", it refuses to move in attack-move mode.
3. When I try to use a trigger like "when attack ability is used -> use attack-redirect ability too", the carrier just stack attacking and I can't give it any commands, it just attacks the target until it's dead. And the attack-redirect ability doesn't work when the carrier attacks enemy, only when i command it to attack friendly unit. So I failed trying to solve the problems with triggers. Hope someone can offer another approach.
Any ideas concerning the issue would be appreciated.