What causes the shop to create a unit? It is possible that you could add the actions under the "ShopUnitCreated" trigger to the trigger that makes the shop create a unit, thus preserving the player.
Yup, that works. I can't think of an easily explainable way of consolidating it down to a few triggers/variables in order to scale it up when there are a lot of capping points though.
Try editing the model in XML/raw data view. If you can't edit any other fields, it's probably the wrong version of the model/actor (one that can't be modified). If all else fails, try copying the model and replacing it in the actor accordingly.
As for the offsets, make a Site Operation (Local Offset) actor and add that to the Hosting: Host Site Operations + field of the actor (I'd refer to this tutorial by ProzaicMuze for more information on offsets and site ops).
If you modified the (Space) - Valkyrie unit, it has a Strafe weapon which makes it attack like an interceptor (fly around in an area and attack the target while it does so).
Try making a new weapon of type Legacy and set the effects, filters, etc. as desired and replace the default one on the unit.
1.) Set the Stats: Facing field on the structures to 225.
2.) Increase the value of the Art: Selection Radius field of the model of the Greater Nydus Worm.
3.) That can be changed in the the Art: Scale Minimum and Art: Scale Maximum fields under the model of the unit or the Art: Scale^ field on the actor of the unit.
4.) If you want a unit to have an outline when it's behind certain units, check the Outline Emitter flag under the Art: Model Flags + field on the actor for the unit. Hover over the Outline Emitter and Outline Occluder flags for a better description of what they do.
2.) Under the Ability: Info^ + field, double-click the next open train slot.
3.) Scroll down and find the Info^ - Unit^ field and add a value using one of the custom units you would like to be trained. Be sure to set the train time in the Info^ - Time^ field.
4.) Repeat steps 2 and 3 as necessary for each unit you would like to be able to train.
5.) Find your new barracks unit under the Unit tab. Under the Ability: Abilities + field, replace the Barracks - Train ability with the train ability you just created.
6.) Select the desired spot for the button you will be using in-game to create the unit under the Ability: Command Card + field. Click "Add Button..." (the green plus or right-click > "Add Button...") and select your desired button, be it a custom button you made or a default one.
7.) Set the Command Type to Ability, the Ability to the train ability, and Ability Command to the unit you would like to be trained.
8.) Repeat steps 6 and 7 as necessary for each unit you would like to be able to train.
If you want to keep the default units (e.g. marines, marauders, etc.), ensure that the buttons that are already there have the Ability and Ability Command fields set accordingly.
1.) When making new units based on existing ones, I would duplicate (not copy) the unit, actor, model, and death models as necessary.
2.) Make a new train ability modeled after the train ability for the barracks and change the unit fields to correspond with your new units. Be sure to replace the default train ability for the barracks with your new one on the duplicated barracks.
Certain units like the Sentinel need an upgrade enabled via trigger to train. In your case it sounds like the AI is trying to calculate the tech path to a Sentinel, but as there is no buildable unit that can enable the upgrade, it's spitting out an error.
Try adding the necessary upgrade to the AI player via trigger.
I think it would make more sense to keep functions and actions separate. I don't see a reason to combine them (though I would like to know what the rationale would be if they were combined).
As for documentation of co-op stuff, that would be nice, but not an immediate priority. As they are mostly built from natives in the basic libraries, having basic library documentation might actually help people decipher co-op. Then more specific concerns can be addressed as needed afterwards.
0.963486454652532
What causes the shop to create a unit? It is possible that you could add the actions under the "ShopUnitCreated" trigger to the trigger that makes the shop create a unit, thus preserving the player.
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In reply to MacMagnus:
0.963414634146341
Try editing the model in XML/raw data view. If you can't edit any other fields, it's probably the wrong version of the model/actor (one that can't be modified). If all else fails, try copying the model and replacing it in the actor accordingly.
As for the offsets, make a Site Operation (Local Offset) actor and add that to the Hosting: Host Site Operations + field of the actor (I'd refer to this tutorial by ProzaicMuze for more information on offsets and site ops).
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What do you mean by "shoot immediately"?
0.963054187192118
If you modified the (Space) - Valkyrie unit, it has a Strafe weapon which makes it attack like an interceptor (fly around in an area and attack the target while it does so).
Try making a new weapon of type Legacy and set the effects, filters, etc. as desired and replace the default one on the unit.
0.962593516209476
1.) Set the Stats: Facing field on the structures to 225.
2.) Increase the value of the Art: Selection Radius field of the model of the Greater Nydus Worm.
3.) That can be changed in the the Art: Scale Minimum and Art: Scale Maximum fields under the model of the unit or the Art: Scale^ field on the actor of the unit.
4.) If you want a unit to have an outline when it's behind certain units, check the Outline Emitter flag under the Art: Model Flags + field on the actor for the unit. Hover over the Outline Emitter and Outline Occluder flags for a better description of what they do.
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10 minerals per structure every 30 seconds.
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No, I would try adding the Faction Train AI upgrade to the AI player via trigger.
0.961583236321304
1.) Duplicate Barracks - Train ability.
2.) Under the Ability: Info^ + field, double-click the next open train slot.
3.) Scroll down and find the Info^ - Unit^ field and add a value using one of the custom units you would like to be trained. Be sure to set the train time in the Info^ - Time^ field.
4.) Repeat steps 2 and 3 as necessary for each unit you would like to be able to train.
5.) Find your new barracks unit under the Unit tab. Under the Ability: Abilities + field, replace the Barracks - Train ability with the train ability you just created.
6.) Select the desired spot for the button you will be using in-game to create the unit under the Ability: Command Card + field. Click "Add Button..." (the green plus or right-click > "Add Button...") and select your desired button, be it a custom button you made or a default one.
7.) Set the Command Type to Ability, the Ability to the train ability, and Ability Command to the unit you would like to be trained.
8.) Repeat steps 6 and 7 as necessary for each unit you would like to be able to train.
If you want to keep the default units (e.g. marines, marauders, etc.), ensure that the buttons that are already there have the Ability and Ability Command fields set accordingly.
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1.) When making new units based on existing ones, I would duplicate (not copy) the unit, actor, model, and death models as necessary.
2.) Make a new train ability modeled after the train ability for the barracks and change the unit fields to correspond with your new units. Be sure to replace the default train ability for the barracks with your new one on the duplicated barracks.
0
Certain units like the Sentinel need an upgrade enabled via trigger to train. In your case it sounds like the AI is trying to calculate the tech path to a Sentinel, but as there is no buildable unit that can enable the upgrade, it's spitting out an error.
Try adding the necessary upgrade to the AI player via trigger.
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For the animation speed:
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In reply to DrSuperEvil:
Yes, I feel native documentation would be a good starting point.
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I think it would make more sense to keep functions and actions separate. I don't see a reason to combine them (though I would like to know what the rationale would be if they were combined).
As for documentation of co-op stuff, that would be nice, but not an immediate priority. As they are mostly built from natives in the basic libraries, having basic library documentation might actually help people decipher co-op. Then more specific concerns can be addressed as needed afterwards.
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Change the animation time scale on an animation play or animation bracket start actor message that plays the attack animation.
As for evading attacks, make a buff behavior with a multiplier of 0 on the damage response field.