i appologize for not being able to explain as well as i would like, but i believe you do it like this:
create new actor with type site operator rotator (or something to that effect) there may be a preset version for you to copy. inside this actor you can change things about the rotation, like speed and direction.
go back to your unit actor and fund the field for site operators (under actor or hosting iirc) and insert your created rotator actor. and it SHOULD work, else you can make a model actor and add the rotator tho that model directly.
edit this will make it constantly rotate, if you want it to rotate on command, add an actor event that detects your desired ability and have the action set rotation, then choose an offset rotation.
im not sure if it helps, but a work around would be to filter for broodlords, and instead of moving them, kill the broodlord, save its health in a local variable and then create a new broodlord at target location and give it the health value of the first broodlord.
0
site ops: rotator?
course i think that might only be able to spin the model.
0
if i remember correctly, arrays in the editor start at '1', not '0' could that be the problem?
0
add a semicolon after the return on that line?
im not the greatest with straight code yet so unfortunately that is the best advise i can give.
0
looking very good so far!
0
well it looks nice, but what does it do? o.o
0
Hmm I'm not sure exactly how to do that, but I'm pretty sure it's done via he rotator actor. Try messing with offsets or other values
0
i appologize for not being able to explain as well as i would like, but i believe you do it like this:
create new actor with type site operator rotator (or something to that effect) there may be a preset version for you to copy. inside this actor you can change things about the rotation, like speed and direction.
go back to your unit actor and fund the field for site operators (under actor or hosting iirc) and insert your created rotator actor. and it SHOULD work, else you can make a model actor and add the rotator tho that model directly.
edit this will make it constantly rotate, if you want it to rotate on command, add an actor event that detects your desired ability and have the action set rotation, then choose an offset rotation.
0
increase his height value, in the unit tab
0
Give it a dummy weapon to pull aggro?
0
i beleive there is a "rotator" site operator that may preform the functon you desire, apply it via the unit actor.
0
try messing with the unit's deceleration, or maybe look to see how the interceptor works
0
makes me wonder if he violated rule 4 http://www.sc2mapster.com/forums/player-zone/map-review/9138-notice-minimum-review-requirements/#p1
anyway, I am I agree with the majority of responses to this thread. that's my 2 cents anyway.
0
im not sure if it helps, but a work around would be to filter for broodlords, and instead of moving them, kill the broodlord, save its health in a local variable and then create a new broodlord at target location and give it the health value of the first broodlord.
0
Looks like funky's question has been answered
0
maybe give the missiles a behavior that checks if they are within say .1 range of a building, if so have the missile die.
unfortunately this will not stop the units from attempting to attack across buildings and will only apply to units with missile attacks.