I have a helicopter unit, it only has "Air" in the Movement: Collide field. But this unit has to land in order to use transport ability. Unload All command in this case unloads cargo units without respect to helicopter's unit radius. Obviously checking "Ground" flag on at Movement: Collide field on helicopter unit would fix the problem. But I couldn't find if we can do this by a behavior. Anyone knows anything about modifying this field with behaviors or any other way?
For me Unity was like a heaven after sc2 editor. But coding skills are a strong requirement to have similar impression. Also, sc2 data editor was a great example of battle system architecture, so in Unity I use similar object structure. No matter, what genre of the game I'm working on is, if anyone kills anything, you can look in my code and find units, weapons, effects, validators, behaviors and so on. So, if anyone has plans on moving to another engine, he should master data, it's a masterpiece.
But there's another way. One can only bring his game design skills to the new engine. In sc2 we had a great possibility to receive almost immediate feedback from the players across battlenet and gain better vision of what players like to play and what is boring. So, if someone thinks his game idea has proven to be popular as sc2 map, he can hire coders and artists and implement his game in unity as a game designer and team leader. I think it's what Karawasa did.
Where is the difference lies? Why does siege tank causes marine ragdoll death, and the damage effect I created - doesn't? I'd like it to, but what should I change?
Art Tools particle system and Unity particle system are pretty similar, so I'll post VFX I made in Unity. Total 114 of many kinds.
SC2 is full of cool looking effects created by blizzard, but if by chance someone wants something special for their map, some custom VFX (impact, launch, spells, buffs, beams, explosions - any kinds of effects) - PM me. Not free, but not bad either.
Can you imagine pathfinding based on recursive persistent effects, which spawn each other 4 directions, and then the first one reached destination would issue a queue of move orders through its effect history sequentially? Is it not only performance black hole, but also doable? Or you have different idea?
How do you plan to deal with the fact that pathfinding won't care about your creep avoiding mechanics, and units will stuck trying to move through islands?
1. Save your map (or mod) as components.
2. Copy your assets to the appropriate folders inside that components folder. For example, put textures to Assets/Textures.
3. Open the map from that components folder, and save again as a map (or mod).
Yea, that's the area I though the solution hides somwhere at, but the field you mentioned doesn't distinguish between if unit able or not to attack his offender. And default value of Acquire field works just fine if the damage effect set up correctly.
Actually "parent" field is something filled by default when creating stuff from scratch, and those DU_WEAP and CEffectDamage or any other default parents are clean base classes. I used to create stuff this way, and I don't remember a single need of fixing anything in data during last 2.5 years of intense patch bombardment from blizzard. I just had a habit to pick the same parents blizz used for their data stuff, and always used DU_WEAP, but lately been rusty after a long break, and forgot to pick the right one.
0
My previous experience with morph abil wasn't cloudless, but why not give it another try, maybe it's easier indeed than a dummy unit.
0
Yea, do use plane delta to make the unit become hitable by the vs ground weapons. But it doesn't affect collisions.
As a worst case scenario I was inclined to create an invisible unclickable dummy unit on land and kill it on fly away.
0
I have a helicopter unit, it only has "Air" in the Movement: Collide field. But this unit has to land in order to use transport ability. Unload All command in this case unloads cargo units without respect to helicopter's unit radius. Obviously checking "Ground" flag on at Movement: Collide field on helicopter unit would fix the problem. But I couldn't find if we can do this by a behavior. Anyone knows anything about modifying this field with behaviors or any other way?
0
@Bilxor: Go
For me Unity was like a heaven after sc2 editor. But coding skills are a strong requirement to have similar impression. Also, sc2 data editor was a great example of battle system architecture, so in Unity I use similar object structure. No matter, what genre of the game I'm working on is, if anyone kills anything, you can look in my code and find units, weapons, effects, validators, behaviors and so on. So, if anyone has plans on moving to another engine, he should master data, it's a masterpiece.
But there's another way. One can only bring his game design skills to the new engine. In sc2 we had a great possibility to receive almost immediate feedback from the players across battlenet and gain better vision of what players like to play and what is boring. So, if someone thinks his game idea has proven to be popular as sc2 map, he can hire coders and artists and implement his game in unity as a game designer and team leader. I think it's what Karawasa did.
0
@Prodigy454: Go
Yea, that was my first idea, and it did nothing about ragdoll.
@ArcaneDurandel: Go
Thank you for the comprehensive answer, it worked.
0
Where is the difference lies? Why does siege tank causes marine ragdoll death, and the damage effect I created - doesn't? I'd like it to, but what should I change?
0
Art Tools particle system and Unity particle system are pretty similar, so I'll post VFX I made in Unity. Total 114 of many kinds.
SC2 is full of cool looking effects created by blizzard, but if by chance someone wants something special for their map, some custom VFX (impact, launch, spells, buffs, beams, explosions - any kinds of effects) - PM me. Not free, but not bad either.
0
Great water, dude!
0
@DrSuperEvil: Go
Can you imagine pathfinding based on recursive persistent effects, which spawn each other 4 directions, and then the first one reached destination would issue a queue of move orders through its effect history sequentially? Is it not only performance black hole, but also doable? Or you have different idea?
0
How do you plan to deal with the fact that pathfinding won't care about your creep avoiding mechanics, and units will stuck trying to move through islands?
0
@SapeurGoblin: Go
What are you trying to do with these mechanics, may I ask?
0
Ok, this works:
1. Save your map (or mod) as components.
2. Copy your assets to the appropriate folders inside that components folder. For example, put textures to Assets/Textures.
3. Open the map from that components folder, and save again as a map (or mod).
0
@DrSuperEvil: Go
Yea, that's the area I though the solution hides somwhere at, but the field you mentioned doesn't distinguish between if unit able or not to attack his offender. And default value of Acquire field works just fine if the damage effect set up correctly.
0
@DrSuperEvil: Go
Actually "parent" field is something filled by default when creating stuff from scratch, and those DU_WEAP and CEffectDamage or any other default parents are clean base classes. I used to create stuff this way, and I don't remember a single need of fixing anything in data during last 2.5 years of intense patch bombardment from blizzard. I just had a habit to pick the same parents blizz used for their data stuff, and always used DU_WEAP, but lately been rusty after a long break, and forgot to pick the right one.
0
I had no idea it was damage effect's responsibility to cause target's flee reaction, thought there's something on units.