As I know, borrowable units use the same actor for ground and underground, so u'll have to do an advanced thing:
1). Go to Actor > Events;
2). Create an event "AbilMorph.(Kerrigan's borrowing ability).Finish"
3). Change the action of the event to "Model Swap" and define a good model for borrowed Kerrigan.
4). The same thing for unborrowing, if you got the point.
Hope I remember everything right...
Edit: Oh, and the best solution would be to use the new HOTS Kerrigan.
What i noticed:
If i define the unit's vision height 3, it sees over any doodad, without noticing that it has higher blocking value. If i define it 2, it doesn't.
So, heres my whole problem. Most of my map is open space, but also there are buildings (made with cliffs) which units may enter. However, when an aerial unit does this, lots of problems occure. So, i need to somehow make aerials behave like grounds when entering in-building areas (this could be done as an ability, a trigger, anyhow...). What should be changed:
- Unit's Z position, but that's easy, so no questions;
- Unit's vision height (optional, but not nessesary);
- Unit's mover. That's the hardest part.
Hope u can understand what i've written here, cuz i've got no idea how some things are called in english editor locale.
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So, what is this thing above? And why is it displayed in chat, not in error area?
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Errm... Why not just change the burrowed unit's attributes?
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Always better to duplicate and change the excisting ones, though.
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Making a gif with this looks... weird.
As I know, borrowable units use the same actor for ground and underground, so u'll have to do an advanced thing:
1). Go to Actor > Events;
2). Create an event "AbilMorph.(Kerrigan's borrowing ability).Finish"
3). Change the action of the event to "Model Swap" and define a good model for borrowed Kerrigan.
4). The same thing for unborrowing, if you got the point.
Hope I remember everything right...
Edit: Oh, and the best solution would be to use the new HOTS Kerrigan.
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@zorbotron:
And what now? This destroys the whole balance on my new map(((
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What i noticed:
If i define the unit's vision height 3, it sees over any doodad, without noticing that it has higher blocking value. If i define it 2, it doesn't.
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@Shieldnutzz:
Absolutely. No. Idea.
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May i bump already?
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@zorbotron:
In the doodad's actor. Not sure how it's called in ur locale.
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Guys, that's really weird. I created a new map, altered only the vision blocking height of the doodad... And this doesn't work! Wtf?
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@Kueken531:
Pathing blockers aren't my type of thing this time cuz they can't be dynamically changed. Ok, i'll try morphs.
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So, heres my whole problem. Most of my map is open space, but also there are buildings (made with cliffs) which units may enter. However, when an aerial unit does this, lots of problems occure. So, i need to somehow make aerials behave like grounds when entering in-building areas (this could be done as an ability, a trigger, anyhow...). What should be changed:
- Unit's Z position, but that's easy, so no questions;
- Unit's vision height (optional, but not nessesary);
- Unit's mover. That's the hardest part.
Hope u can understand what i've written here, cuz i've got no idea how some things are called in english editor locale.
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Should i just wipe out all flying units from my map then?
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@user_874412:
Nop. I've tried this already, isn't working.
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@SinnerNym:
Oh yea, this works! Much thanks!