"I am your father's brother's nephew's cousin's former roommate!"
Orange-red, like the colored pencil.
EDIT: Also, put down my name as Soga if possible.
Why don't you just take away the building pathing footprint? I just tested it - units will not try to take the long way around other units that lack pathing footprints. DO keep the placement pathing footprint, however.
Just leave it to the building's collision to block units' progresses.
You'd use a persistent effect with its target value set to "Target Point". For the animation, you'd use an actor and possibly even give it a height site operation to get the animation height you want.
In the actor events, to create the actor for a persistent effect, you'd look for "Effect.YourPersistentEffect.Start" and then Create the actor.
One Target Unit was in Source, I changed that to target. Still same behavior though
Wait, was that in the Modify Unit effect? Target - Launch Unit - Value? That should be Caster. Launch = who causes the effect, Impact = who gets affected.
But other than that, I'm not really sure why it won't work.
The only issue is that the animation jumps sometimes when a unit is loaded, but I can accept that if I can't figure out a fix.
You may need to preload that model in a trigger. I had a similar problem in one of my maps with spawning banelings from an ability: the first time I used the ability, the Banelings wouldn't play their birth animation (they'd just all of a suddenly pop up a few seconds later). Preloading the model fixed that.
I like it so far and think it's interesting and fun, but I definitely do think that you should maybe tone down the terrain just a little bit. I'm not saying you have to delete a lot of stuff, just get rid of a few doodads here and there.
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Why don't you just take away the building pathing footprint? I just tested it - units will not try to take the long way around other units that lack pathing footprints. DO keep the placement pathing footprint, however.
Just leave it to the building's collision to block units' progresses.
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The best way to do this as far as I'm aware is to make all units flying but collide with buildings (some... how...).
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You could also give it a shot with direct data references in the tooltip. An example of what that looks like:
<d ref="Behavior,DefensiveMatrix,Modification.VitalMaxArray[1]"/>
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That's odd, because I can right click and create an actor. Just right click anywhere in the left window with the list of actors and hit "Add Actor..."
Now, for some data editing:
You will probably also want to add a sound actor as well, using pretty much the same process as here.
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You'd use a persistent effect with its target value set to "Target Point". For the animation, you'd use an actor and possibly even give it a height site operation to get the animation height you want.
In the actor events, to create the actor for a persistent effect, you'd look for "Effect.YourPersistentEffect.Start" and then Create the actor.
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Wait, was that in the Modify Unit effect? Target - Launch Unit - Value? That should be Caster. Launch = who causes the effect, Impact = who gets affected.
But other than that, I'm not really sure why it won't work.
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You may need to preload that model in a trigger. I had a similar problem in one of my maps with spawning banelings from an ability: the first time I used the ability, the Banelings wouldn't play their birth animation (they'd just all of a suddenly pop up a few seconds later). Preloading the model fixed that.
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Check the validators on the effect(s) used by the ability?
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Is the target invisible?
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You need a Set or Persistent effect on the ability to determine if the ability will target a point, an unit, or either.
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I like it so far and think it's interesting and fun, but I definitely do think that you should maybe tone down the terrain just a little bit. I'm not saying you have to delete a lot of stuff, just get rid of a few doodads here and there.
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@Ranakastrasz: Go
Yes, but this approach will require that periods be no shorter than .04 second. Otherwise, it gets buggy.