So there's probably a "more clean" way through the data editor, but using triggers you could have a trigger that fires when your Goliath uses a load ability on the Dropship (you'd have to create this "dummy" load ability) which enables movement and changes ownership of the Dropship.
Upon unload you could have a second trigger fire that changes ownership back to neutral and disables movement again.
Alternately if you didn't want to add an ability to the Goliath like that you could have a trigger fire when the Goliath walks within X distance of the Dropship that does the above. That may lead to accidental loadings though.
A third option would be to have the ability on the Dropship and add control to your unit when in range (like a merchant, I think there's a flag to do this, but there are tutorials on here for it as well). This way when you walk in range of the Dropship you gain temporary control of it so that you can click load which will then make you the owner.
What if you did a loop, 0 to 359, and if you draw a line out from the marine at that angle and there is no Zergling at that location, increment a temporary counter. You will then simply find the maximum value of consecutive "safe angles" and use the middle degree angle as the safe angle.
Sorry, can't open up the editor at the moment to write this out, but it would solve the proper angle for all of the pictured Zerglings above.
For example, below the safe angle would be 37.5 degrees because there were 107 consecutive "safe angles" where there were no Zerglings (and I know that number isn't exact, because more than just one degree line would intersect with the Zergling), and half of that is 53.5, but you'd have to subtract 16 from that because the "safe angle" started at 344 and ended at 91, and voila, 37.5 degrees, now the marine should be facing the safest angle.
If you are concerned this is too taxing (which it might be) you could always increase the step, just make sure you don't increase it to the point that you miss some Zerglings!
I have a seemingly complicated problem I'm encountering with a buff that when applied gives the unit -5 life per second.
The ability is casted by a unit, and used on an enemy unit. There are two problems I am encountering.
1. This health degeneration has the potential to kill the unit, when this happens the caster does not get the Kill Credit, which means they miss out on the experience for killing the unit. I have played with the Kill Credit flag in the behavior as well as the Source/Caster and Target/Unit and have not been able to get the desired result.
2. I would like this buff to be passed on to nearby units, so, for example, Player 1 casts this with unit A on player 2's unit B. Player 2 also happens to have units C and D within range of B, so I would like the buff to pass to them. To do this I have created a periodic effect on the buff which calls a search area effect which in turn applies the buff to the nearby units. So ideally the buff will keep being reapplied until the units spread out. This is also not working. I have played with the search filters as well as the Source/Target and was not able to get the desired outcome. And, now I'm realizing if those further units died due to the effect, how do I get unit A to get the credit for it?
Thank you! That helps a lot. So now I can create a different attachment method for each different type I'll need, is there a way to do it all in one model addition actor, or do I need to make one for each type? (For example Weapon Right, Hand Right, Weapon Left, Weapon)
I'm not trying to launch a missile, but just have a model addition to the unit, so when it is carrying an axe, you can see it in his right-or-left-or-whatever's-available hand, not sure if that changes things or not.
And what is the attachment method? Sorry, the attachment process is confusing to me.
I have several weapons in my game, and I would like to attach them to any unit that picks them up. Problem is, I'm using units that do not all have the same attachment points. Can someone help me with this? For example I want to attach the weapon to unit X's "Weapon Right" but unit Y has a "Hand Right" instead, so "Weapon Right" does not work. I tried to do this in the Actor Events and got an error:
Attempting to host off (1a19 4) CActorModel which is already hosted off this (though not necessarily directly).
And I got a similar error when trying to do it in triggers.
Well, sending you my map probably wouldn't help much, since there's so much in it... and creating all 26 abilities completely would take forever, and again, explaining all 26 would take a while. If we can't find a solution I suppose I can work on that, but until then here are my findings:
1. As suggested 32 abilities seems to definitely be the limit for one unit.
2. This limit is not only the number of units in the Abilities+ section.
3. If the 32 ability limit is not reached explicitly by placing 32 abilities in the Abilities+ tab, any abilities in excess of 32 will simply not show up in game.
Yes the ability works. I have tried other units. I have even gotten the ability to work on THIS unit by moving the ability up in the list. Unfortunately it just makes another ability no longer appear.
Update: I turned a couple abilities into one ability in a slightly annoying process to try to have less abilities on the unit. Unfortunately, after doing so, the last ability in the list is still not present in the game. This is starting to be a real pain.
I'm fairly certain that I created this unit as a new unit, that being said, many of the abilities he has are shared with other units, would that affect anything?
That's what I thought as well, which I why I switched to the train option, unfortunately, it seems this is not the case.
Here are the pictures demonstrating the problem. First, note the order of the abilities in the list:
Now, here is what I have setup in the command card, with learning that dagger ability in position 27 being the third button:
Now, in game, see that the button does not appear:
Next, I swapped the positions of the bottom two abilities:
Here is the button that relates to in the command card:
And now, in game, literally the ONLY change I made was switching the order of the abilities in the Abilitie+ list:
This leads me to believe I found a new way of reaching the ability limit, as you see, at one point both abilities are usable, but never both at the same time. Any suggestions? The same occurs when I consolidate several abilities into a Train set, except the bottom TWO abilities in the list disappear, further suggesting an ability limit, and contrasting with the notion that Train counts as one ability.
I seem to have run into a strange problem: My abilities are not showing up on the command card in game.
I have kept the process the same as when I added other abilities, added the Ability to the Unit in Abilities+ and added it to the command card. But when I test in game, the ability no longer shows up.
I am assuming this is due to an ability limit. I had 26 abilities on a unit and noticed whichever ability was in spot 26 was not showing up. To attempt to fix this, I put several of my related abilities into one Train ability set, so now my ability list was down to 18, and now any abilities in spot 17 or 18 are not showing up.
Is this a bug? Is this me reaching the ability limit? Is there an easy work around? I can try to consolidate some abilities, but that will be a pain, and won't fix the problem on later Hero units that have more abilities than this one.
0
So there's probably a "more clean" way through the data editor, but using triggers you could have a trigger that fires when your Goliath uses a load ability on the Dropship (you'd have to create this "dummy" load ability) which enables movement and changes ownership of the Dropship.
Upon unload you could have a second trigger fire that changes ownership back to neutral and disables movement again.
Alternately if you didn't want to add an ability to the Goliath like that you could have a trigger fire when the Goliath walks within X distance of the Dropship that does the above. That may lead to accidental loadings though.
A third option would be to have the ability on the Dropship and add control to your unit when in range (like a merchant, I think there's a flag to do this, but there are tutorials on here for it as well). This way when you walk in range of the Dropship you gain temporary control of it so that you can click load which will then make you the owner.
0
@Chris97Ong: Go
That's awesome! Well done! How does it work when the Marines hit a boundary like a cliff edge or the edge of the map?
0
What if you did a loop, 0 to 359, and if you draw a line out from the marine at that angle and there is no Zergling at that location, increment a temporary counter. You will then simply find the maximum value of consecutive "safe angles" and use the middle degree angle as the safe angle.
Sorry, can't open up the editor at the moment to write this out, but it would solve the proper angle for all of the pictured Zerglings above.
For example, below the safe angle would be 37.5 degrees because there were 107 consecutive "safe angles" where there were no Zerglings (and I know that number isn't exact, because more than just one degree line would intersect with the Zergling), and half of that is 53.5, but you'd have to subtract 16 from that because the "safe angle" started at 344 and ended at 91, and voila, 37.5 degrees, now the marine should be facing the safest angle.
If you are concerned this is too taxing (which it might be) you could always increase the step, just make sure you don't increase it to the point that you miss some Zerglings!
0
I have a seemingly complicated problem I'm encountering with a buff that when applied gives the unit -5 life per second.
The ability is casted by a unit, and used on an enemy unit. There are two problems I am encountering.
1. This health degeneration has the potential to kill the unit, when this happens the caster does not get the Kill Credit, which means they miss out on the experience for killing the unit. I have played with the Kill Credit flag in the behavior as well as the Source/Caster and Target/Unit and have not been able to get the desired result.
2. I would like this buff to be passed on to nearby units, so, for example, Player 1 casts this with unit A on player 2's unit B. Player 2 also happens to have units C and D within range of B, so I would like the buff to pass to them. To do this I have created a periodic effect on the buff which calls a search area effect which in turn applies the buff to the nearby units. So ideally the buff will keep being reapplied until the units spread out. This is also not working. I have played with the search filters as well as the Source/Target and was not able to get the desired outcome. And, now I'm realizing if those further units died due to the effect, how do I get unit A to get the credit for it?
Any help on this would be greatly appreciated
0
@ragadozo444: Go
Thank you! That helps a lot. So now I can create a different attachment method for each different type I'll need, is there a way to do it all in one model addition actor, or do I need to make one for each type? (For example Weapon Right, Hand Right, Weapon Left, Weapon)
0
I'm not trying to launch a missile, but just have a model addition to the unit, so when it is carrying an axe, you can see it in his right-or-left-or-whatever's-available hand, not sure if that changes things or not.
And what is the attachment method? Sorry, the attachment process is confusing to me.
0
Hi everyone,
I have several weapons in my game, and I would like to attach them to any unit that picks them up. Problem is, I'm using units that do not all have the same attachment points. Can someone help me with this? For example I want to attach the weapon to unit X's "Weapon Right" but unit Y has a "Hand Right" instead, so "Weapon Right" does not work. I tried to do this in the Actor Events and got an error:
Attempting to host off (1a19 4) CActorModel which is already hosted off this (though not necessarily directly).
And I got a similar error when trying to do it in triggers.
0
@TyaArcade: Go
I got it, thanks!!!
0
I would appreciate that TyaArcade, I'll send it to you.
For anyone else that somehow encounters this strange problem, here's what Tya found:
Several of my units have Parent units set (he found this by looking at the XML view in the data editor).
This means that they were inheriting abilities that were not set in the Abilities+, yet they still counted towards the 32 ability limit.
Thanks TyaArcade for the help, and everyone else who threw in some input!
0
Well, sending you my map probably wouldn't help much, since there's so much in it... and creating all 26 abilities completely would take forever, and again, explaining all 26 would take a while. If we can't find a solution I suppose I can work on that, but until then here are my findings:
1. As suggested 32 abilities seems to definitely be the limit for one unit.
2. This limit is not only the number of units in the Abilities+ section.
3. If the 32 ability limit is not reached explicitly by placing 32 abilities in the Abilities+ tab, any abilities in excess of 32 will simply not show up in game.
Attached is the file I have used to test this.
0
Yes the ability works. I have tried other units. I have even gotten the ability to work on THIS unit by moving the ability up in the list. Unfortunately it just makes another ability no longer appear.
Update: I turned a couple abilities into one ability in a slightly annoying process to try to have less abilities on the unit. Unfortunately, after doing so, the last ability in the list is still not present in the game. This is starting to be a real pain.
0
Thank you for your input, I don't know if that will fix my problem, but I'll see if I can replicate it.
In the mean time, does anyone else have any suggestions?
0
I'm fairly certain that I created this unit as a new unit, that being said, many of the abilities he has are shared with other units, would that affect anything?
How did you fix it in the past?
0
That's what I thought as well, which I why I switched to the train option, unfortunately, it seems this is not the case.
Here are the pictures demonstrating the problem. First, note the order of the abilities in the list:
Now, here is what I have setup in the command card, with learning that dagger ability in position 27 being the third button:
Now, in game, see that the button does not appear:
Next, I swapped the positions of the bottom two abilities:
Here is the button that relates to in the command card:
And now, in game, literally the ONLY change I made was switching the order of the abilities in the Abilitie+ list:
This leads me to believe I found a new way of reaching the ability limit, as you see, at one point both abilities are usable, but never both at the same time. Any suggestions? The same occurs when I consolidate several abilities into a Train set, except the bottom TWO abilities in the list disappear, further suggesting an ability limit, and contrasting with the notion that Train counts as one ability.
0
I seem to have run into a strange problem: My abilities are not showing up on the command card in game.
I have kept the process the same as when I added other abilities, added the Ability to the Unit in Abilities+ and added it to the command card. But when I test in game, the ability no longer shows up.
I am assuming this is due to an ability limit. I had 26 abilities on a unit and noticed whichever ability was in spot 26 was not showing up. To attempt to fix this, I put several of my related abilities into one Train ability set, so now my ability list was down to 18, and now any abilities in spot 17 or 18 are not showing up.
Is this a bug? Is this me reaching the ability limit? Is there an easy work around? I can try to consolidate some abilities, but that will be a pain, and won't fix the problem on later Hero units that have more abilities than this one.
Any help would be greatly appreciated!