I want to have an ability which will decrease the energy cost of all abilities for a unit. Is there any way to do this in the data editor? Thank you for advice experts
I am attaching a anti grav rock actor to a unit when he activates an ability, and the rocks are r rotating with the unit. I have messed around with some of the properties but have no found the magic combination to get the rocks to not update rotation based on the host unit's rotation. Anyone have ideas?
The event looks like
Behavior.On
Create ::Host
I want them to follow the host but not rotate with him. Thanks.
What I meant is that the Actor's Field Properties - Accepted Property Transfers has Cast Shadows unchecked
The only events the Actor has is the actor creation bsd one and the ones I made for the ability which causes the actor to be created. There is no unit for the actor its a ModelAnimationStyleOneShotNoOrphan type.
But I found the event message Set Cast Shadows. xD Thanks.
However, the issue isn't with performing functions on things in a given region, and it is not about aggregating x regions into a single region.
It is about being able to arbitrarily group regions for group manipulation while they maintain their independant definitions in a way that allows for future events to refer to a specific region once any original manipulation has been performed.
So think of all those situations where unit groups are virtually 'required' to do something in a reasonable manner; I have the same situation with regions.
Game design wise, I have 100 capturable regions that can change hands depending on what the participating teams do. I need to implement 'ownership' of those regions against teams in such a way that they can be passed around, just like units.
For the computer scientists among us, I basicly want a collections object for regions, just like we have for units. Sadly, there doesn't seem to be one and the workarounds I've though of / seen so far are a bit pants (refer to my OP and Programmer's post).
It's quite an interesting little gap in the tools the editor provides us with, imo.
You could add the regions to an empty region every time you need to reference the aggregate region. I didn't read what you were doing with it though :X :D
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look at the effects on zeratuls stupid looking ship for a nice charge visual effect
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@Zurom: Go
You want it to play an animation like its stunned? No unit has a stunned animation. Do you mean to create a little stun icon above the target's head?
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This will be a passive ability for whoever chooses it as an attribute. I shall take a looksie at the upgrades option first. THanks!
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lol hjelp
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@CommodoreButtrape: Go
Response to none
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I want to have an ability which will decrease the energy cost of all abilities for a unit. Is there any way to do this in the data editor? Thank you for advice experts
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@zzPop: Go
Effect blah.Start Create At Effect
has the same issue
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@KimmysCurse: Go
Maybe your item has the behavior Modification which has Enabled "Disable Inventory" under ability tab of Behavior Modification?
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I am attaching a anti grav rock actor to a unit when he activates an ability, and the rocks are r rotating with the unit. I have messed around with some of the properties but have no found the magic combination to get the rocks to not update rotation based on the host unit's rotation. Anyone have ideas?
The event looks like Behavior.On Create ::Host
I want them to follow the host but not rotate with him. Thanks.
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What I meant is that the Actor's Field Properties - Accepted Property Transfers has Cast Shadows unchecked The only events the Actor has is the actor creation bsd one and the ones I made for the ability which causes the actor to be created. There is no unit for the actor its a ModelAnimationStyleOneShotNoOrphan type.
But I found the event message Set Cast Shadows. xD Thanks.
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Turning off the Cast Shadow flag on a Model actor, it still casts a shadow :X Anyone know the process of making it not cast shadow? xC
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@UrgentMinor: Go
hold back then fwd + punch
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Eh... everything looks film noir? No color except blood and particles etc. And very very harsh contrast like straight black and straight white...
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You could add the regions to an empty region every time you need to reference the aggregate region. I didn't read what you were doing with it though :X :D