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    posted a message on [solved] How to force barracks to build a turret with raven's ability

    Raven has build turret ability (type "effect-target"). If I give this ability to unit - it builds turret well, just like raven do.

    But if I give this ability to barracks, it doesn't build anything, it just shows green shape on the land but no turret appears.

    Meanwhile, I can build a turret from building using a "build" type ability. But I need to build it with "effect-target" ability.

    So how to force barracks to build turrets using raven's ability?

    Posted in: Data
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    posted a message on "Build/launch nuke"-like ability but for turret - how?
    Quote from DrSuperEvil: Go

    have you tried targeting a hostile unit like a zergling?

    Sure! But it supposed to build a turret which can't be built on occupied land.

    Ghost's launch nuke ability is Effect-Target ability, but he can use it at land, not at unit. How to do the same with my effect-target ability?

    Posted in: Data
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    posted a message on "Build/launch nuke"-like ability but for turret - how?

    Well, i've done what you said, except "maybe throw in a enumerate area validator". Just don't understand what it means - can you explain?

    Ok, now I can't check is it work because I can't place a turret. It says something like "error, only units can be targets". How to change abilititys' properties to aloow it to have an eart like a target.

    Ability name is "place turret".

    There is my map:

    Posted in: Data
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    posted a message on "Build/launch nuke"-like ability but for turret - how?

    I'd like to get some hints still.

    I've digged in archive of the forum and realized, that the ability I want should be based on hangar/magazine effects.

    We have arm magazine abilities like build nuke, build interceptor or atospawn broodlord symbiont. And we have release magazine effects like launch nuke, death of interceptor or launch symbiont.

    So I need to create hangar ability which arms turret magazine and I need to create then set effect which both builds a turrets and releases turret magazine.

    I've created turret hangar ability, installed it in my barracks, so i can kinda arm turret magazine of my barracks. But there is troubles appears from this moment.

    For example: there is "raven - build" ability present, which allows to build turret. How to link this ability with release magazine effct? There is no effect fields in this ability. I can just install this ability to barracks so it can build turrets, but it doesn't interacts with hangar ability. Btw, how is a ghost says to the academy that he consumed nuke charge? Or how is the death of interceptor says to the carriers' hangar to decrease amount of interceptors?

    So, my main question - is how to link Hangar ability and release magazine effect.

    Posted in: Data
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    posted a message on "Build/launch nuke"-like ability but for turret - how?

    I have a building which builds turrets as well as units. It autospawns, so player just choose what to build. But when turret is ready it doesnt appear on the map, it just accumalates, like nuclear bomb in ghost academy or interceptor in carrier.

    I want to create new ability for this building to place ready turrets to the ground (like raven do). But I want this ability to be enabled when there is one or more turrets are ready in the building and waiting to by placed. And the ability should decrease the number of ready turrets in the building. And it should become disabled if there is no ready turrets left in the building.

    Anyone has any idea how to create this kind of ability?

    Posted in: Data
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    posted a message on objects properties oop access

    it's exactly what I need, thank you

    Posted in: Galaxy Scripting
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    posted a message on objects properties oop access
    Quote from MTops: Go

    int UnitGetPropertyInt(unit u, int property, bool currentValue)

    fixed UnitGetPropertyFixed(unit u, int property, bool currentValue)

    Look for those on the Wiki to see what properties are accessible.

    Yeah, thank you, these functions (as well as UnitSet... ones) are almost what I need. "Almost" because I still can't understand how to get access to the properties which ain't in the list of c_unitPropSomething constants. For example, I want to change units' scale runtime, but how to do that?

    Posted in: Galaxy Scripting
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    posted a message on edit shooting animation

    I want my soldier to shoot like a photon cannon, but the charge has to be smaller twice and has red color.

    Is there a way to modify photon cannon shhoting animation this way?

    The darkside of the question is: is it possible to create an animation or some picture of the bullet that looks like i want - little red point? And then load it like a model?

    I just want the shots to be oldschool, like tanks' shots in dune 2 or command and conquer, you know.

    Posted in: Data
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    posted a message on objects properties oop access

    oh, i got it, thank you

    Posted in: Galaxy Scripting
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    posted a message on objects properties oop access

    Can I actually get direct access to objects' properties?

    For example, I have a trigger which turns on when a unit gets damage.

    In this trigger I can get access to the unit by EventUnit() command.

    So can I do something like this EventUnit().health to get acces to the health property? Or when i want to assign a value to the units property, can i do it straight through the oop addressing?

    Posted in: Galaxy Scripting
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