Right now my ability is copied from the load-unload bunker ability, and the vehicle also uses attack and attack redirect. But it does not allow me to have the units inside the vehicle attack while it is moving.
I need to find a way to make the units inside attack while moving, without changing their weapons to allow movement.
I'm new to most things within actors, but validators I can deal with. Do I create an event in the actor that runs the validator to see if it returns true?
Well one idea would be is that you would set the MULE to have a gather ability that allows that resource to be mined, and all the other gathering abilities to not have that resource allowed in their gather ability.
I don't understand....I tried the same thing by creating my own effect-target ability duplicating from the Medic-Heal.
Everything should be able to go smoothly, but the structure I'm accompanying the ability with still requires to turn when trying to recharge a unit's shields.
The Arc that was explained didn't really seem to affect this problem even when it is set to 0 (The same as 360).
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@DrSuperEvil: Go
Okay, I changed the layout just as you said, except the death model isn't being removed after a few seconds.
There might be a problem with either the timer name or the validator, does the name have to be exactly "timerA"?
My validator checks if the unit is dead, just to say if I was missing anything else.
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@DrSuperEvil: Go
Okay, here's the final layout, just for you to see if there's anything wrong:
Event: ActorCreation: Archive
Action: TimerSet 5 (Base), 5 (Range) UnitdeathtimerA
Event: TimerExpired:
Action: TimerSet 5 (Base), 5 (Range) UnitdeathtimerB
Event: TimerExpired
->ValidateUnit DestroyDeathModel (Validator)
Action: Destroy
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@TrenchaunT: Go
Do you know what kind of behavior would fit in to solve this problem?
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Right now my ability is copied from the load-unload bunker ability, and the vehicle also uses attack and attack redirect. But it does not allow me to have the units inside the vehicle attack while it is moving.
I need to find a way to make the units inside attack while moving, without changing their weapons to allow movement.
Does anyone know how to get this done?
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@DrSuperEvil: Go
Okay, so right now here's how I laid out my events:
Event: TimerExpired
->ValidateUnit DestroyDeathModel (This is the validator)
->TimerName Unitdeathtimer
(Action) - TimerSet 5 (Base), 5(Range) Unitdeathtimer
Like I said, I'm still new to the actors part of the data editor, but I ask if this is right, and do I add a Unit Death event after this one?
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@DrSuperEvil: Go
How do I create a timer? Is it the one created through triggers?
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@DrSuperEvil: Go
I'm new to most things within actors, but validators I can deal with. Do I create an event in the actor that runs the validator to see if it returns true?
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@madlibrarian: Go
By default MULE's mine minerals, and yes you are able to set the "resource allowed" to be the custom resource and not minerals.
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@Arangarx: Go
I'm still unsure.... I ran the event like you said but the model still doesn't seem to be disappearing.
You might have to work with it a little or maybe just lower the death model size to keep it from being a problem.
The other structures don't seem to be much of a help in their actor events either.
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Well one idea would be is that you would set the MULE to have a gather ability that allows that resource to be mined, and all the other gathering abilities to not have that resource allowed in their gather ability.
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I don't understand....I tried the same thing by creating my own effect-target ability duplicating from the Medic-Heal.
Everything should be able to go smoothly, but the structure I'm accompanying the ability with still requires to turn when trying to recharge a unit's shields.
The Arc that was explained didn't really seem to affect this problem even when it is set to 0 (The same as 360).
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@DrSuperEvil: Go
So the events tab of the actor should be updated to confirm the destruction of the model? I should add an event that does so, right?
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@DrSuperEvil: Go
Thanks. I'll try that out.
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@DrSuperEvil: Go
Are death actors put in by default on most structures? What events trigger the destruction of the model?
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@DrSuperEvil: Go
What do I add onto the Modify Player effect? Because the "resources" and the "resources collected" effects don't seem to do anything.