I have a really strange problem. A doodad is placed near a river in my map. Heroes can place turrets (like the Flaming Betty) to defend themselves. I have two different turrets, Flame Turrets and Photon Cannons. (I just copied the flame turret and changed the models to the photon cannon models)
The problem is: whenever I place the photon cannon near the pre-placed doodad at the river, the terrain under the turret gets flat (adjusts to the turret) and therefore changes the height of the units nearby. Sometimes the whole doodad just vanishes because the turret changed the terrain height.
When I place the flame turret, the terrain under it doesn´t change, which is good, because it doesn´t change the heights of other units nearby.
How can I disable the terrain deformation when I spawn the turret ? Is there any option I missed ?
It is the standard "Odin Wreckage" ability with the "Odin don´t die" Behaviour.
Hmhmh, created this thread and a few minutes later I found the solution myself. I think it was the additional "Create Persistent" Effect, that was on the weapon of the AI enemy unit. It had a period count of 2, so I guess the unit always attacked twice with the "Period Effects". In this case, it sometimes hit the odin twice, and it seems that the behaviour didn´t recognize the second attack, damaged the morphed unit and got killed.
I did some testing and now the odin morphs correctly. Hopefully that was the problem. What do you think ?
I have a very strange problem. I have an Odin Unit as an ally in my map and whenever it´s hitpoints go down to zero, it turns to the odin wreckage (morph ability). So far so good.
That works just fine. However, when I let an AI Enemy attack the Odin, it sometimes gets killed completely. I looked into the Target Filters of my AI Enemy, but everything seems fine. It definitely can´t attack invulnerable units (as the Odin turns invulnerable when morphing to the wreckage)
I also placed the AI unit for me (Player 1) to see if I can kill the Odin completely...but everything works then. It turns to the wreckage and then I can´t attack it anymore.
Why does the AI sometimes destroy it completely ? It´s not always, only sometimes it can destroy it.
I really have no clue, what could be the reason for that strange behaviour...
I´m looking for the exact reference to the field "Effect: Vital Fraction Current+", Life. Does anyone know how I can find the exact reference to this value ? I think I tried hundreds of different combinations now, still no luck :(
The Text Messages tell me, that the trigger is executed also if I defuse the object with autocast, however, it still casts the ability and removes the object from the game (defuses it) Ah man...
Ok, thanks for the help ! I will try some more things now.
The trigger stops the unit from casting defuse, if the target is allied.
But if I activate the autocast of the ability in the game, and the unit automatically approaches the object it wants to defuse, it just executes the ability. It completely ignores this trigger. Thats the big problem. But I´ll check it out now and update the post later.
Thanks for the help ! Well, it´s a bit complicated.
The construct ability I made can do two things: it can repair friendly units and it can defuse non-friendly objects. So it should stop, when I want to defuse a friendly object. Also it should stop when I want to repair enemy units. So it does not depend on the object itself but on the alliance it belongs to.
So I tried to do it with triggers like that:
Events
Unit - Any Unit uses Construct/Defuse at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
(Unit type of (Triggering ability target unit)) == Object
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player (Owner of (Triggering unit)) is giving player (Owner of (Triggering ability target unit)) Non-
aggression) == True
Then
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
UI - Display "You cannot defuse object planted by teammates" for (Player group((Owner of
(Triggering unit)))) to Error area
Else
This does work, when I directly click on the object with this ability. But it does not work when I activate autocast. :/
I have problems with the repair ability of the SCV. I want to stop the ability casted when it targets the wrong unit. It works quite well with triggers, however, when I activate the autocast function ingame, the unit executes the ability anyway. It seems the trigger cannot recognize the autocast of the ability ?
It also has a prepare time of 3 seconds.
Cann anyone maybe figure out why this happens ?
I changed both minerals and gas icons, they work pretty well, if I test my map from the editor. However, when I publish my map on battle.net and test it with my second computer/license, these icons appear as gray boxes. Does anyone know what that means ?
Ok, I managed to setup the actor and it´s events correctly. You were right, I had the Lyote as my base-model and something was wrong with the texture set (male & female change)
Now that I used the cow as base model, everything worked fine. The Eel didn´t move though, so I just added a Play Animation Event in the actor.
Thanks for the help ! The Zukara Giant Eel is swimming ! :)
I tried to change the model of an already existing unit, but it didn´t work. I does not display in the editor, though I replaced all model slots. Also I created a new Model with the ZukaraGiantEel.m3 file.
Any tips how I could do it ? :(
It is also giving me this message:
[ 33d 11] CActorUnit[Lyote2] ZukaraGiantEel Assets\Units\Critters\ZukarGiantEel\ZukarGiantEel.m3; Could not find texture with slot main and expression <None>.
Hi,
I just edited some of the critters in my map and noticed a new creature called ZukaraGiantEel. (You can see it in the previewer in the Critter section)
Tried to recreate this unit, but no success.
Do you think it´s possible to make a unit that uses it´s model ?
0
Yes, did it ! Thanks for the help :)
0
Bump
0
Hi,
I have a really strange problem. A doodad is placed near a river in my map. Heroes can place turrets (like the Flaming Betty) to defend themselves. I have two different turrets, Flame Turrets and Photon Cannons. (I just copied the flame turret and changed the models to the photon cannon models)
The problem is: whenever I place the photon cannon near the pre-placed doodad at the river, the terrain under the turret gets flat (adjusts to the turret) and therefore changes the height of the units nearby. Sometimes the whole doodad just vanishes because the turret changed the terrain height.
When I place the flame turret, the terrain under it doesn´t change, which is good, because it doesn´t change the heights of other units nearby.
How can I disable the terrain deformation when I spawn the turret ? Is there any option I missed ?
Thanks a lot in advance !!!
0
Thanks for the quick answer !
It is the standard "Odin Wreckage" ability with the "Odin don´t die" Behaviour. Hmhmh, created this thread and a few minutes later I found the solution myself. I think it was the additional "Create Persistent" Effect, that was on the weapon of the AI enemy unit. It had a period count of 2, so I guess the unit always attacked twice with the "Period Effects". In this case, it sometimes hit the odin twice, and it seems that the behaviour didn´t recognize the second attack, damaged the morphed unit and got killed.
I did some testing and now the odin morphs correctly. Hopefully that was the problem. What do you think ?
0
Hi,
I have a very strange problem. I have an Odin Unit as an ally in my map and whenever it´s hitpoints go down to zero, it turns to the odin wreckage (morph ability). So far so good.
That works just fine. However, when I let an AI Enemy attack the Odin, it sometimes gets killed completely. I looked into the Target Filters of my AI Enemy, but everything seems fine. It definitely can´t attack invulnerable units (as the Odin turns invulnerable when morphing to the wreckage)
I also placed the AI unit for me (Player 1) to see if I can kill the Odin completely...but everything works then. It turns to the wreckage and then I can´t attack it anymore.
Why does the AI sometimes destroy it completely ? It´s not always, only sometimes it can destroy it.
I really have no clue, what could be the reason for that strange behaviour...
Maybe someone knows why this sometimes happens ?
Thanks in advance !!!
0
Hmhmh, what do you want to do exactly ? Because there is already a trigger action that allows that:
Example:
General - If (Conditions) then do (Actions) else do (Actions)
If
(Unit type of (Item carried by (Triggering unit) in 1)) == "Your item"
then
Unit - Remove inventory item (Item carried by (Triggering unit) in 1)
Of course you always need to check what item type currently is in that slot.
0
Hey,
I´m looking for the exact reference to the field "Effect: Vital Fraction Current+", Life. Does anyone know how I can find the exact reference to this value ? I think I tried hundreds of different combinations now, still no luck :(
Thanks in advance !!!
0
UPDATE
The Text Messages tell me, that the trigger is executed also if I defuse the object with autocast, however, it still casts the ability and removes the object from the game (defuses it) Ah man...
Ok, thanks for the help ! I will try some more things now.
The trigger stops the unit from casting defuse, if the target is allied.
But if I activate the autocast of the ability in the game, and the unit automatically approaches the object it wants to defuse, it just executes the ability. It completely ignores this trigger. Thats the big problem. But I´ll check it out now and update the post later.
0
Thanks for the help ! Well, it´s a bit complicated.
The construct ability I made can do two things: it can repair friendly units and it can defuse non-friendly objects. So it should stop, when I want to defuse a friendly object. Also it should stop when I want to repair enemy units. So it does not depend on the object itself but on the alliance it belongs to.
So I tried to do it with triggers like that:
Events
Unit - Any Unit uses Construct/Defuse at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
(Unit type of (Triggering ability target unit)) == Object
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player (Owner of (Triggering unit)) is giving player (Owner of (Triggering ability target unit)) Non-
aggression) == True
Then
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
UI - Display "You cannot defuse object planted by teammates" for (Player group((Owner of
(Triggering unit)))) to Error area
Else
This does work, when I directly click on the object with this ability. But it does not work when I activate autocast. :/
0
Hi,
I have problems with the repair ability of the SCV. I want to stop the ability casted when it targets the wrong unit. It works quite well with triggers, however, when I activate the autocast function ingame, the unit executes the ability anyway. It seems the trigger cannot recognize the autocast of the ability ?
It also has a prepare time of 3 seconds. Cann anyone maybe figure out why this happens ?
Thanks for help in advance ! :)
0
Does so have an idea how I could fix this ? :(
0
Hi,
I changed both minerals and gas icons, they work pretty well, if I test my map from the editor. However, when I publish my map on battle.net and test it with my second computer/license, these icons appear as gray boxes. Does anyone know what that means ?
0
Ok, I managed to setup the actor and it´s events correctly. You were right, I had the Lyote as my base-model and something was wrong with the texture set (male & female change)
Now that I used the cow as base model, everything worked fine. The Eel didn´t move though, so I just added a Play Animation Event in the actor.
Thanks for the help ! The Zukara Giant Eel is swimming ! :)
0
I tried to change the model of an already existing unit, but it didn´t work. I does not display in the editor, though I replaced all model slots. Also I created a new Model with the ZukaraGiantEel.m3 file.
Any tips how I could do it ? :(
It is also giving me this message:
[ 33d 11] CActorUnit[Lyote2] ZukaraGiantEel Assets\Units\Critters\ZukarGiantEel\ZukarGiantEel.m3; Could not find texture with slot main and expression <None>.
0
Hi, I just edited some of the critters in my map and noticed a new creature called ZukaraGiantEel. (You can see it in the previewer in the Critter section) Tried to recreate this unit, but no success.
Do you think it´s possible to make a unit that uses it´s model ?