Thank you, found everything I needed. After setting up the morph abilities, I just had to find the exact way to handle the events. AbilityMorph.*.Finish instead of picking a specific ability and then setting the MorphFrom and MorphTo terms.
I'm having an issue where I decreased the footprint of some buildings to 2x2 when they were originally 3x3. This worked just as I would expect. In placement the grid was 2x2 instead of 3x3. I then scaled the model down and it worked great.
However, I then decided I wanted a building to be 3x3 again instead of 2x2, however when I edit the footprint to go to 3x3 it remains at 2x2...kinda. My cursor when placing behaves as if it were a 3x3, the building centers on the cursor as if it were a 3x3, but the grid stays at 2x2 (bottom left corner).
I didn't set any cost on the morph itself. Those were just costs on the actual units. The first set of costs above are the unit costs, the second set were how much they cost to upgrade to when testing the map.
I've tried searching for this but I'm not even sure of the right terms to search for how to do this in the editor. I have many buildings that upgrade in to other buildings. They are completely separate buildings with their own costs/stats etc. How do I go about making one building upgrade in to another building via an "upgrade" button on the original?
More clarification: Building x and y are different buildings in the editor. Building x needs a button that says "Upgrade to building y". How do I do that? I also need to make sure the upgrade cost of morphing x to y is different than building y directly.
I've made some custom structures and when I test my map if I try to multi-select one type of building, it doesn't just select all of that type it selects all of another building as well. Where is the setting that is grouping these units together somehow?
Perfect, I can't wait to give this a try! I've been having the exact same problem :)
@JimStarluck How exactly did you accomplish this? Are special events needed in the Unit actor? What type of Actor - Model did you make and what events/settings went in to it to tie it to the unit?
@Vietman - If you figure out how to solve this, please pm me. I'm having the same issue. I'm using some story models/doodads for some of my structures that have wonderful death animations, but then some chunk of the destroyed model is still there and doesn't fade away. I can make the model disappear on death but then it doesn't play the death animation. I'd like a way to have it play the death animation then disappear if possible.
Also, the actor for these structures have a (UnitDeath.<unit> ==> Destroy) event, so I don't know why they don't go away after.
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@Ahli634: Go
Making sure the subgroup alias was set did the trick! Thank you!
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@DrSuperEvil: Go
Thank you, found everything I needed. After setting up the morph abilities, I just had to find the exact way to handle the events. AbilityMorph.*.Finish instead of picking a specific ability and then setting the MorphFrom and MorphTo terms.
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@Arangarx: Go
Never mind, I'm an idiot I found the button that changes the layer you're working on. ;p
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I'm having an issue where I decreased the footprint of some buildings to 2x2 when they were originally 3x3. This worked just as I would expect. In placement the grid was 2x2 instead of 3x3. I then scaled the model down and it worked great.
However, I then decided I wanted a building to be 3x3 again instead of 2x2, however when I edit the footprint to go to 3x3 it remains at 2x2...kinda. My cursor when placing behaves as if it were a 3x3, the building centers on the cursor as if it were a 3x3, but the grid stays at 2x2 (bottom left corner).
Help please!
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@DrSuperEvil: Go
I didn't set any cost on the morph itself. Those were just costs on the actual units. The first set of costs above are the unit costs, the second set were how much they cost to upgrade to when testing the map.
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I set up a series of buildings and upgrades:
Anyone know exactly how the calculations work so that I can know what costs to set on my buildings to get the right direct build/upgrade costs?
Thanks!
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@Zer0kx: Go
I've noticed this exact same thing on some of my buttons. I just assumed it was because I hadn't changed their values in the UI yet.
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@Rice87: Go
Great idea! I didn't even think of looking at non-building unit examples.
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I've tried searching for this but I'm not even sure of the right terms to search for how to do this in the editor. I have many buildings that upgrade in to other buildings. They are completely separate buildings with their own costs/stats etc. How do I go about making one building upgrade in to another building via an "upgrade" button on the original?
More clarification: Building x and y are different buildings in the editor. Building x needs a button that says "Upgrade to building y". How do I do that? I also need to make sure the upgrade cost of morphing x to y is different than building y directly.
Thanks!
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Yep the unit has a "Select Alias" just like you said. That solved it for me, thanks!
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@Ahli634: Go
Thanks, I'll look for that!
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I've made some custom structures and when I test my map if I try to multi-select one type of building, it doesn't just select all of that type it selects all of another building as well. Where is the setting that is grouping these units together somehow?
Appreciate any help!
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Perfect, I can't wait to give this a try! I've been having the exact same problem :)
@JimStarluck How exactly did you accomplish this? Are special events needed in the Unit actor? What type of Actor - Model did you make and what events/settings went in to it to tie it to the unit?
Thanks for any help you can give!
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@Vietman - If you figure out how to solve this, please pm me. I'm having the same issue. I'm using some story models/doodads for some of my structures that have wonderful death animations, but then some chunk of the destroyed model is still there and doesn't fade away. I can make the model disappear on death but then it doesn't play the death animation. I'd like a way to have it play the death animation then disappear if possible.
Also, the actor for these structures have a (UnitDeath.<unit> ==> Destroy) event, so I don't know why they don't go away after.
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Edited the original post to remove the part saying I'm the data editor. I'm definitely still looking for one.