It's probably the model because some model that are mostly temporary disappear in the latter part of their animation. You'll might want to try and either speed up the animation or use a different model that doesn't fade out.
This actor proficiency test sounds interesting, I'm really interested in figuring out complex actors, is there a way for me to do it? I'm working on creating units with composite actors and my goal is to create something similar to Kueken's Toss-A-Tron. (Although I know that is a far ways off.)
You can make a unit move by creating an action of type Issue Order. Make it target-point ability and chose move. Then under point select Point With Polar Offset. For point use Position of Unit and for offset use 1.0 or however far you want to unit to go and finally for angle use Facing Angle Of unit.
With this, it will order the unit to move to a point that is always in front of the unit.
There is way to get the experience level (how much exp a unit has) so you could probably use that to set the bank.
Also, there is a way to change the exp points if units, so you could probably use that with the bank to give units the same points as the unit had in a previous game.
As the title says, I'm trying to make a wall structure that blocks vision, so units can't see through it, but units can walk through the wall.
I've found that I can block the vision with the structures footprint, but then realized that the footprint adds collision to the structure so had to remove it so that units could pass through the wall.
Does anyone have any idea how to block vision without the footprint? Thanks in advance.
I added you unit to the probe's build ability under Info +. I also added a footprint to the unit and a placement actor to the unit's actor. You can now build the cannon but for some reason the unit's actor won't create but the unit will still be there.
I added a probe to your map so that you can test the build ability.
I'm trying to make a melee map that, in addition to the normal units, also has heroes that level up with attributes. If i have melee initialization enabled, my heroes don't gain xp, and while having it disabled allows them to gain xp, start locations no longer work. I think I need to make it so that melee initialization doesn't disable xp, but I have no idea how to do that. Do you know how to get this to work.
When you say Start Locations aren't working, do you have some set up and do you have another trigger that contains the Set Starting Units For All Players? If not it makes sense that Start Locations aren't working when you delete melee Initialization because then you're deleting the action which creates the starting structures at the Start Locations.
For running the stop trigger you either need the run event on the spawn trigger or the timer on it, both arn't necessary unless it's possible that the amount of units will change outside of the spawn trigger.
For the within bounds part you should have:
If : (Your integer variable) == 2300 (If its possible the number of points from the units won't line up exactly to 2300 then change it >=)
2 things you could do is either: a) Make it so that everytime the spawn trigger runs it runs the stop trigger, so that when the spawn trigger caps the score the stop trigger automatically stops it. or b) Add a timer to the stop trigger that keeps it checking every time the timer goes.
I would go with a) as it would be neater and would make sure the spawn is capped immeadiatly.
For your second problem all you need is a action in your stop trigger that turns on the trigger that spawns the next level of units.
Is the damage for each level always consistent or does it change randomly each time you use the ability?
If you can't figure out the problem then the easiest thing to do would be making a damage effect for each level, though I'm assuming you went with your method to avoid that.
There's a unit trigger called Change Level For Unit Ability. I've tried it out and it works so try making a trigger that automatically adds 1 to the level of the abilities when the unit is created or the game starts.
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It's probably the model because some model that are mostly temporary disappear in the latter part of their animation. You'll might want to try and either speed up the animation or use a different model that doesn't fade out.
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Where can I find the thread on the walker?
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This actor proficiency test sounds interesting, I'm really interested in figuring out complex actors, is there a way for me to do it? I'm working on creating units with composite actors and my goal is to create something similar to Kueken's Toss-A-Tron. (Although I know that is a far ways off.)
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You can make a unit move by creating an action of type Issue Order. Make it target-point ability and chose move. Then under point select Point With Polar Offset. For point use Position of Unit and for offset use 1.0 or however far you want to unit to go and finally for angle use Facing Angle Of unit. With this, it will order the unit to move to a point that is always in front of the unit.
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@FunBotan: Go
There is way to get the experience level (how much exp a unit has) so you could probably use that to set the bank.
Also, there is a way to change the exp points if units, so you could probably use that with the bank to give units the same points as the unit had in a previous game.
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@Matheusx: Go
For the loop you want, I would suggest something along the lines of:
For each i (a generic integer value) 1 to 10, do: Set variable - kills[i-1] = kills of player (i).
This isn't exactly how it's written though.
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As the title says, I'm trying to make a wall structure that blocks vision, so units can't see through it, but units can walk through the wall.
I've found that I can block the vision with the structures footprint, but then realized that the footprint adds collision to the structure so had to remove it so that units could pass through the wall.
Does anyone have any idea how to block vision without the footprint? Thanks in advance.
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I added you unit to the probe's build ability under Info +. I also added a footprint to the unit and a placement actor to the unit's actor. You can now build the cannon but for some reason the unit's actor won't create but the unit will still be there.
I added a probe to your map so that you can test the build ability.
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When you say Start Locations aren't working, do you have some set up and do you have another trigger that contains the Set Starting Units For All Players? If not it makes sense that Start Locations aren't working when you delete melee Initialization because then you're deleting the action which creates the starting structures at the Start Locations.
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For running the stop trigger you either need the run event on the spawn trigger or the timer on it, both arn't necessary unless it's possible that the amount of units will change outside of the spawn trigger.
For the within bounds part you should have: If : (Your integer variable) == 2300 (If its possible the number of points from the units won't line up exactly to 2300 then change it >=)
Then: Turn (Spawn Trigger) Off
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What did do try to do to fix the problem? What events or triggers did you add?
Also what do you mean by the "Within bounds" trigger?
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Your end trigger is never running.
2 things you could do is either: a) Make it so that everytime the spawn trigger runs it runs the stop trigger, so that when the spawn trigger caps the score the stop trigger automatically stops it. or b) Add a timer to the stop trigger that keeps it checking every time the timer goes.
I would go with a) as it would be neater and would make sure the spawn is capped immeadiatly.
For your second problem all you need is a action in your stop trigger that turns on the trigger that spawns the next level of units.
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How do you have your set and damage effects set up?
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Is the damage for each level always consistent or does it change randomly each time you use the ability?
If you can't figure out the problem then the easiest thing to do would be making a damage effect for each level, though I'm assuming you went with your method to avoid that.
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There's a unit trigger called Change Level For Unit Ability. I've tried it out and it works so try making a trigger that automatically adds 1 to the level of the abilities when the unit is created or the game starts.