One thing to check is the command flags, namely 'show in glossary' and the button state (available/repressed/suppressed). Another is to just check the command cards and make sure the buttons are still linked to abilities.
Also, yes, for a dummy ability to do anything, there needs to be a dummy effect.
If you want specific aid for your map, you may want to post it.
I am trying to set up a system in which a unit can speed up the progress of a building's training. I looked into how the repair ability works, but I can't puzzle it out enough to re-apply it, if that's even possible.
Create a force effect that applies force towards the source point.
Create a behavior that periodically does this every 0.0625 seconds (smoothly)
Create a apply behavior for this behavior and a search that uses the apply effect.
Go to the force effect and set the source point to be [search effect name]:source point.
Create a validator that judges when the distance between (source point) and (target point(indiviual unit targetted by search)) is less than a distance.
Use this validator in the remove validator for the behavior.
Either attach the search to an ability, or use the search in a trigger.
Done.
Is there some way to get the construction time remaining after the Event Unit Construction Progesss ?
I'm trying to set a trigger up to subtract a certain amount of minerals/vespene every second based on (cost/build time), but because I have multiple builders with multiple speeds and many buildings, I don't want to set each individual variable statically for each building.
Hi,
While testing the engine in preparation for implementation, I have modified the traceline command so that air units can be shot. I also made the slight change of allowing enemies not of player 15.
Attached, for those who want it, is the version with those changes.
I'm making a map with a dynamically-created maze and having problems with how actors(doodads) are interacting with the Black Mask fog of war.
When I set the fog to grey mask (or change 'Hidden' to disabled in Black Mask in the data editor) actors will appear after being created via the trigger editor. However, if I use black mask with hidden disabled, the triggers will not appear at all.
I want the walls and stairs to appear on the map after being explored, but not before. Is there a way to do this?
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@Tudentau: Go
One thing to check is the command flags, namely 'show in glossary' and the button state (available/repressed/suppressed). Another is to just check the command cards and make sure the buttons are still linked to abilities.
Also, yes, for a dummy ability to do anything, there needs to be a dummy effect.
If you want specific aid for your map, you may want to post it.
0
I am trying to set up a system in which a unit can speed up the progress of a building's training. I looked into how the repair ability works, but I can't puzzle it out enough to re-apply it, if that's even possible.
Can anyone help?
0
This is possible using force effects.
Create a force effect that applies force towards the source point.
Create a behavior that periodically does this every 0.0625 seconds (smoothly)
Create a apply behavior for this behavior and a search that uses the apply effect.
Go to the force effect and set the source point to be [search effect name]:source point.
Create a validator that judges when the distance between (source point) and (target point(indiviual unit targetted by search)) is less than a distance.
Use this validator in the remove validator for the behavior.
Either attach the search to an ability, or use the search in a trigger. Done.
0
@samwise210: Go
Bumping. This is the only thing standing between me and a full supreme commander (or CnC) style map.
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Is there some way to get the construction time remaining after the Event Unit Construction Progesss ?
I'm trying to set a trigger up to subtract a certain amount of minerals/vespene every second based on (cost/build time), but because I have multiple builders with multiple speeds and many buildings, I don't want to set each individual variable statically for each building.
Thanks in advance.
0
Thanks, that worked great!
0
Hi, While testing the engine in preparation for implementation, I have modified the traceline command so that air units can be shot. I also made the slight change of allowing enemies not of player 15.
Attached, for those who want it, is the version with those changes.
0
I'm making a map with a dynamically-created maze and having problems with how actors(doodads) are interacting with the Black Mask fog of war.
When I set the fog to grey mask (or change 'Hidden' to disabled in Black Mask in the data editor) actors will appear after being created via the trigger editor. However, if I use black mask with hidden disabled, the triggers will not appear at all.
I want the walls and stairs to appear on the map after being explored, but not before. Is there a way to do this?
Thanks in advance.