• 0

    posted a message on Remove resource gain/loss text?

    nothing?

    Posted in: Data
  • 0

    posted a message on Remove resource gain/loss text?

    every time I use minerals or gain minerals, I get what looks like a blue text tag with the amount of minerals gained or lost over the triggering unit. how do I disable this. I did not create this with a trigger btw.

    Posted in: Data
  • 0

    posted a message on show/hide armor or weapon?

    @Eiviyn: Go

    I was able to hide the weapon but not the armor. are you sure thats how you do it? I know it can be done. I did it before.

    Posted in: Data
  • 0

    posted a message on show/hide armor or weapon?

    I forgot how to hide the weapon and armor on the units ui. I feel like such a noob. I don't know why I forgot or why I can't figure it out again. this is driving me crazy.

    Posted in: Data
  • 0

    posted a message on [SOLVED] Unit Placement Range Indicators?

    @kmkkmk: Go

    Thanks. I thought the guide was talking about an actor type "placement model", not an actor named "placement model".

    Posted in: Data
  • 0

    posted a message on [SOLVED] Unit Placement Range Indicators?

    bump

    Posted in: Data
  • 0

    posted a message on [SOLVED] Change model angle in triggers?
    Quote from DrSuperEvil: Go

    Then why not use an actor?

    I was having trouble getting the actor to work the way I wanted. It wasn't getting triggered properly. It was easier to use triggers to create the model.

    Posted in: Data
  • 0

    posted a message on [SOLVED] Unit Placement Range Indicators?

    I tried using this guide to make placement range indicators, but I couldn't figure it out. is there a better way to do this? if not, could someone explain how to do it the way the guide says to?

    -Garrett

    Posted in: Data
  • 0

    posted a message on [SOLVED] Change model angle in triggers?
    Quote from ibebusiness: Go

    @andgarrett: Go

    Your going to have to use the AttachSetRotaion trigger...

    What point did you attach it to? (my exapmple uses turretZ, please set it to whatever your attachment point is.)

    Now attachsetrotaion is bugged and only allows you to put in X, so you have to use ConvertToString(multiple) to create it. For example

    ActorSend((MainActorofUnit(hero)), (StringToText((CombineStringsMult("AttachSetRotation {TurretZ 0} ", (FixedToString(xOfPolarPoint, 6)), ",", (FixedToString(yOfPolarPoint, 6)), ",0.000000")))))

    Your are going to have to play with the numbers. But do note, the numbers range from -1 to 1. So you will be using decimals to get your rotation right. From what im guessing you want to focus on Z, that should set your angle. However you will have to play around with X and Y but I would start with Z.

    That's way to complicated. I ended up just using an actor to create the model and using SOP actor to set the rotation.

    Posted in: Data
  • 0

    posted a message on [SOLVED] Change model angle in triggers?

    oops, this should be in the triggers section.

    Posted in: Data
  • 0

    posted a message on [SOLVED] Change model angle in triggers?

    I'm using a trigger to attach a model to a unit. there is no actor involved. the model is the firebat flames. The flames are angled slightly up, but I want them to angle down a little bit. is there a way I can fix this?

    -Garrett

    Posted in: Data
  • 0

    posted a message on [SOLVED] set attack direction?

    @DrSuperEvil: Go

    I ended up trying something other than what you suggested because I have almost no experience with creating custom abilities.

    I set up a persistent effect that attacked in the direction the structure is facing. I gave the structure the rally ability and used a trigger to set the facing angle of the structure to the rally position.

    Thanks for giving me a good idea of how to set this up :)

    Posted in: Data
  • 0

    posted a message on [SOLVED] set attack direction?
    Quote from DrSuperEvil: Go

    Peristent effects and an issue order that gets it to attack a point while the periodic does a search area combined with damage effects to do the rest.

    how do I set up the point that it should attack based on where the player selects?

    Posted in: Data
  • 0

    posted a message on [SOLVED] can't set model height at unit birth
    Quote from DrSuperEvil: Go

    The actor type called Site Operation (Offset). Put that in the Hosting - Site Operations - Operations field to change the x,y,z offset of the actor. Read the uberlisk tutorial on this site to see how it is done.

    That solved it. Thank you.

    Posted in: Data
  • 0

    posted a message on [SOLVED] can't set model height at unit birth
    Quote from silvermage: Go

    @andgarrett: Go

    Why don't you just change the height of the model itself? Or create a custom model if needed be with your exact height.

    where is the field that changes model height? I looked for it more than once, and all you can do is change the model scale or the actor's scale for the model.

    Quote from DrSuperEvil: Go

    Offset SOp, the height field on the unit or you just need to use a timer event.

    Offset SOp? Never heard of that. can you explain what that is?

    I don't want to change the height field for the unit because I'm trying to change a model that I attached to the unit, not the actual unit model.

    I was hoping to avoid using a timer event. it seems like there should be an easier way to do this.

    -Garrett

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