• 0

    posted a message on missiles not exploding after a unit died

    @Keldrif: Go

    My guess is that you are missing the actor object for the missile, or that your actor does not have the event that destroys it if it gets orphaned. I am not at home right now to check the exact syntax, but you should already have a "Your Weapon Attack" Actor, and that actor has a missile actor under the Art tab. You want to make sure that this references an actor "Your Attack Missile", and that it is a copy of something that has an equivalent model for. This actor should have in it's events something like "Actor.Oprhan => Destroy" amongst it's events. Hope this helps.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Structure Attack Problem

    @SouLCarveRR: Go

    I am not sure why you are having a problem with this, what actor are you using for your unit? Also, there is a difference between "Pathing Footprint" and "Footprint". You probably want to be modifying the "Pathing Footprint", and not touching the "Footprint".

    One of the units in my map is essentially a photon cannon, but I wanted the pathing footprint to be solid, and not the circular one. I also wanted it to do different damage, so here is what I did:

    1. Copy the photon cannon unit
    2. Change the pathing footprint to 2x2, and change the name of the unit.
    3. Copy the photon cannon actor.
    4. Change the name, and the unit the actor corresponds to, ensuring that the model stays the same (It likes to change when you modify the unit it cooresponds to).
    5. Copy the weapon, and all attached effects/actors
    6. Rename all of the effects/actors, ensuring that they continue to reference each other.
    7. IMPORTANT: Copy the actor for the missile. This is not linked within the editor to the weapon in any way, but you need to copy this actor if you want the impact effect to occur on the target when it hits the target, and not when the missile is fired.
    8. Set the missile art on your renamed "Photon Cannon Attack" to this new actor that you created.
    9. Change the weapon (Leaving the turret as is) to your new weapon.
    10. Change the damage on the (Damage) effect, and the speed on the weapon to whatever is desired.

    This might be more than you were asking for, but rather do that than fail to answer your question.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Solved] Two Easy to Answer Questions
    Quote from wingednosering: Go

    Yeah I considered that, but then you get the word at the bottom of the screen declaring a unit as psionic. Also, both types of unit are the same unit, I just want some of them to be buffed and invulnerable to certian attackers.

    I guess my first answer was not clear... put a validator on the effect of the weapon.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Minor problems, unknown solutions
    Quote from HeyRevolver: Go

    2) I have power-ups and teleports that are activated by units running over top of them. They work fine, but they are being popped by the projectile units from guns. I don't want that to happen, haha.

    The best way to accomplish this is to probably add filters or validators to the weapon/effect that applies the force to it's targets, so that your power-ups are not valid targets.

    Quote from HeyRevolver: Go

    Another issue with a powerup; one of my powerups spawns units for you to control, and like projectile units from my weapons, the "pet" units will pop powerups and much more annoyingly will trigger the camera to move to them if they enter a teleport because my teleport trigger snaps the camera to triggering player after a teleport. So I'm really not sure, but I think I need a data field that disables unit interaction with regions or other units.. or something like that, but don't see any.

    I guess I am not familiar with how you are doing the pickup of power-ups when units move over them, but I feel like this could be accomplished by validators or filters as well.

    Posted in: Miscellaneous Development
  • 0

    posted a message on help with triggers!!

    @Dhaminater: Go

    Yeah, I don't really know the best way to remove it from the unit entirely, but you could write a second trigger to disable the ability if you build another one of the same building if you have already used the ability. What kind of ability is it though?

    If it is a construction/research ability, you can set a requirement on the individual actions of the ability for use/show to say count(Unit Name) Completed < 1.

    Posted in: Triggers
  • 0

    posted a message on Worker that most recently dropped off minerals/gas

    @Sprigint: Go

    The cargo one was the one that I was referring to, and I feel like there is a "Trigger ..." function you can use to get what kind/amount of the resource that was dropped off, but I am not at home right now, so I can't really verify or give you exact details.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Removing ability from unit

    @siege911: Go

    There is a Hide/Show ability in the Trigger Actions, which is probably what you are looking for. You can't actually remove the ability very easily, but you can completely hide it with this action.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Worker that most recently dropped off minerals/gas

    @Sprigint: Go

    I think there is a trigger event for when a worker drops off a resource. What you could do is create a trigger of this, and set a global unit variable to the delivering unit every time this happens, and whenever you need to find the worker who most recently dropped off a resource, just use this variable.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Change the offset of an actor or model above the ground

    @VeridianEntropy: Go

    Yes, it is actually on the unit, and not the actor. There is a height field on units that controls this, and most flying units have around a 4 it seems like (IE: Observer). I don't remember if the field is just called "Height", but if you just search for that in the data editor with the unit selected you should find it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on 3 Quick questions, any help would rock.

    @Skoite: Go

    Quote from Skoite: Go

    1. When in the terrain editor, press H. You can disable path with the pathing tool.

    This, but if you also want to make there area not flyable, you need to add a no-fly zone as well. Sorry I don't have the answers to your other questions, I am a trigger guy (Software Developer), not a terrain guy.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Setting up Bounty

    @BayushiNezumi: Go

    I think you need to not have a kill resource bonus on the unit and just use a trigger to reward the player, and place the text if it needs to be in the players color.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Solved] Two Easy to Answer Questions

    @wingednosering: Go

    For #1 I believe there is a validation list on most effects (If not all), and all you have to do is add that validation to the effect of the weapon. I think the weapon filters are limited to things like "Alive", "Visible", "Flying". There is definitely a way to do this though.

    For #2 my recommendation is that you put all of the units that might be dying into a unit group in some way. You can either do this by adding it to a global Unit Group on creation of the unit, or use one of the many built-in functions to get a new unit group with the members you are looking for (If they all belong to one player, or are of one unit type for example, there are functions that will create a unit group and find them all). Once you have the unit group, you should add a condition to your trigger to say "Number of [Living] Units in Unit Group(My Unit Group) == 0". even if two units die simultaneously then the trigger will only run once.

    Sorry for the vague answers, I am not at home to check the exact names of methods, or I would just include some example code for you. If you are still having problems, let me know and I can post some stuff when I get home.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Set variable to time elapsed?

    @Vitkar: Go

    Yes, although depending on how often you really need to make this calculation (I really don't know how you are using this data), you might want to consider making the trigger go off less than once a second (IE: like every 5 seconds, and just add 5 instead of 1). If you don't need second level precision you can reduce the overhead on your map of using this trigger quite a bit.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Solved][Data][Structure]Some Structures Flatten Terrain

    @Honz: Go

    Brilliant this worked perfectly, I don't know why I couldn't find this on my own, just search for "flat" in the actor editor...

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.