I want to create a behavior that automatically gives me minerals like the automated vespene refinery, how would this be done?
Also, I need to know how to create a requirement of placing a harvester on a vespene geyser. I duplicated a geyser and a refinery in order to do this, but it didn't work.
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Solved.
I was trying to animate the faces instead of a solid. Detaching the faces from the main part of the model into their own object fixed the problem.
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I want to create a completely new UI using dialogs.
How can i move the command pane over a dialog element?
*menu spanning the right side of the map
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I want to be able to make player 9 be an observer for my map.
how do i do this using the lobby settings available?
I was considering making my own custom lobby pop up in game, but that surely has to be impractical.
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Changing it to caster seems to have helped, as it works now.
Is there a way to make floating text every time you recieve resources?
i know how to do this via triggers but not via data.
thanks
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I setup an effect that has a (basic) Effect Resources collected (5 minerals) and a (Basic) Effect: Player (none)-Creator
Then I put that on the periodic effect of the behavior to happen every 2 seconds.. but it doesn't work.
Edit: However I do see the "Harvest Ore" buff on the unit during gameplay.
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I want to create a behavior that automatically gives me minerals like the automated vespene refinery, how would this be done?
Also, I need to know how to create a requirement of placing a harvester on a vespene geyser. I duplicated a geyser and a refinery in order to do this, but it didn't work.
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I think so
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So it was trying to create Barracks2Build, so I switched it to Barracks2 and the error went away.
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I am getting the "USER: Cannot create actor with actor catalog entry "actornameBuild"." error.
This happens when I try to build my unit, what am I doing wrong?
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I haven't added any animations yet, so yes.
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I don't have any bones on my models, so I'll give that a shot and get back to you.
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Well, I simply reduced the collision size "movement radius" of the units and they slide right past each other now!
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I have 2 units that run past each other using Issue order - move command via triggers.
For some reason one of the units stops when it collides and therefore never makes it to it's destination.
I've heard this has something to do with a push priority? But both of the units are exactly the same, so how could it be different?
Thanks
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I am exporting some models for sc2 art tools and I cant get them to drag select.
They have both of the hit test capsules, but they aren't linked to the model, is that the problem?
..Or am I missing something else?
Thanks