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    posted a message on (Solved) Unit Placement & Terrain Adjustment

    Yes, did it ! Thanks for the help :)

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Unit Placement & Terrain Adjustment

    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 !!!

    Posted in: Miscellaneous Development
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    posted a message on Very strange bug with the Odin Wreckage Morph

    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 ?

    Posted in: Miscellaneous Development
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    posted a message on Very strange bug with the Odin Wreckage Morph

    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 !!!

    Posted in: Miscellaneous Development
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    posted a message on Remove Items from Inventory?

    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.

    Posted in: Triggers
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    posted a message on [Data] Button Tooltip Referencing

    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 !!!

    Posted in: Tutorials
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    posted a message on Stop autocast by trigger

    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.

    Posted in: Triggers
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    posted a message on Stop autocast by trigger

    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. :/

    Posted in: Triggers
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    posted a message on Stop autocast by trigger

    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 ! :)

    Posted in: Triggers
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    posted a message on [Texture] How to change resource icon

    Does so have an idea how I could fix this ? :(

    Posted in: Tutorials
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    posted a message on [Texture] How to change resource icon

    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 ?

    Posted in: Tutorials
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    posted a message on Unused Critter - Zukara Giant Eel

    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 ! :)

    Posted in: Miscellaneous Development
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    posted a message on Unused Critter - Zukara Giant Eel

    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>.

    Posted in: Miscellaneous Development
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    posted a message on Unused Critter - Zukara Giant Eel

    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 ?

    Posted in: Miscellaneous Development
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