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    posted a message on [Solved]Issue Order Persists on Unit Revive

    @Tudentau: Go

    Awesome, that helped soo much!

    Posted in: Triggers
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    posted a message on [Solved]Issue Order Persists on Unit Revive

    @DeltaV: Go

    I tried it the first way. I gave the unit a custom value and ordered the units to move based on their custom value. Now the problem is that when the unit revives, it starts attacking. I think I understand why its happening. I think it's because I have set their movement to "After Existing Orders". So when the unit enters Entire Top region, their first order is to attack back, since my move order is set to "after existing orders". But, if I change it to "replace existing orders", the units make a straight line to the end. I want them to reach the center of each location.

    I created 2 regions (entire top & entire bottom)

    Move Respawns TOP
        Events
            Unit - Any Unit Enters Entire Top
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Owner of (Triggering unit)) == 13
                Then
                    General - Switch (Actions) depending on (Custom value 0 of (Triggering unit))
                        Cases
                            General - If (0.0)
                                Actions
                                    Unit - Order (Triggering unit) to ( Move targeting (Center of Top Middle)) (Replace Existing Orders)
                                    Unit - Order (Triggering unit) to ( Move targeting (Center of Top Middle 2)) (After Existing Orders)
                                    Unit - Order (Triggering unit) to ( Move targeting (Center of Top Left)) (After Existing Orders)
                                    Unit - Order (Triggering unit) to ( Move targeting (Center of Middle Left)) (After Existing Orders)
                                    Unit - Order (Triggering unit) to ( Move targeting (Center of Die Left)) (After Existing Orders)
    
    Posted in: Triggers
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    posted a message on [Solved]Issue Order Persists on Unit Revive

    I have a group of units that are constantly spawning and move from one point to another. When these units die, they are instantly revived. What I want is for the revived unit to continue down the path I set for it after it is revived.

    Event:

    • Unit Enters "Start"

    Actions:

    • Issue order (triggering unit) move to point A (after existing commands)
    • Issue order (triggering unit) move to point B (after existing commands)
    • Issue order (triggering unit) move to point C (after existing commands)

    Now lets say, for example that a unit dies between point A and point B

    Event:

    • Unit Dies

    Actions:

    • Revive (Triggering Unit)
    • At this point I would like the revived unit to continue to B then C.

    Is this something I could accomplish without having to make lots of regions and check where the unit is at when it's revived then order it to move to closest point to continue?

    Posted in: Triggers
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    posted a message on Make drone build spore crawlers like protoss builds photon cannons?

    I think he's wanting it so that a drone can build a crawler without loosing the drone. So, the drop doesn't go from drone > egg > crawler. The drone "builds" the crawler and the drone is still there. So, it builds and walks away instead of the drone "becoming" the crawler.

    Posted in: Data
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    posted a message on No bunker unload + salvage destory cargo?

    1. Give the Load-Unload ability a bogus unload validator. (I just picked 250mm Cannon Validators...should be the first one in the list). You can put the icon back on the command card if you like as well.

    2. Check "cargo death" in the flags of the load-unload ability. Remove the validator "(Has No Cargo)" from the Salvage ability.

    Posted in: Data
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    posted a message on [Solved]Morphing Bunker, keep units inside after morph

    Im not sure what was going on but I forgot to give the planetary fortress the Attack - Redirect (the bunker attack ability). Once I gave that ability to it, it started working. It's neat because the marines fire out of the cannons as well. :p

    Posted in: Data
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    posted a message on Removing Tooltip Box

    Couldn't you do this by making a Layout Override and moving it completely off the screen?

    Posted in: Data
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    posted a message on How do I tint a unit?

    You can try to increase the HDR Multiplier. Sometimes the tint is too low show up unless you increase that. Make sure its on One Shot as well.

    Posted in: Data
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    posted a message on [Solved]Morphing Bunker, keep units inside after morph

    @intanjir: Go

    Yes, I set that up on ActorCreation and sadly it didn't work.

    Posted in: Data
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    posted a message on [Solved]Morphing Bunker, keep units inside after morph

    Somewhat solved

    I did what DrSuperEvil suggested and everything works on the morphing/loading end but now I have another issue.

    When I morph a bunker to a planetary fortress, the weapon on top of the planetary fortress no longer faces the target its firing at. Would I have to create a new turret actor or can I modify its existing turret? It seems like the turret information is lost on the morph.

    Posted in: Data
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    posted a message on [Solved]Problem with Issue Order

    Solved

    Search radius and filters were not set correctly.

    Posted in: Data
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    posted a message on [Solved]Problem with Issue Order

    2 Effects - 1 Behavior

    Reload Search (Search Area)

    Field	Bunker -  Reload Bunker Search
    (Basic) Search: Areas +	(360):(-1):(1):(0):(Bunker -  Reload Order (Reload After Morph Order))
    

    Reload Order (Issue Order) with the ability set to my load-unload ability

    Bunker Searching (Behavior)

    Field	Bunker -  Searching
    (Basic) Effect: Effect - Periodic	Bunker -  Reload Bunker Search
    

    The only things I have changed is what I mentioned above. Units are trained from a bunker like normal. What I want is for every time a unit gets a certain distance from a bunker, load. As it is now, the bunkers have the behavior but no units are receiving the order!?!?!

    Posted in: Data
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    posted a message on [Solved]Morphing Bunker, keep units inside after morph

    I just now came to that same conclusion. I am going to see if I can get it working by giving all bunkers the load-unload ability and enableing/disabling and or "swapping" the abilities after its been created.

    Posted in: Data
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    posted a message on [Solved]Morphing Bunker, keep units inside after morph

    Now this is very strange. I got it working but only when I use the provided load-unload(command center). Since each one of my bunkers increases capacity, I need several different abilities. So, I duplicated the load-unload(command center) ability 5 times. However, there must be a discrepancy in the two abilities because my duplicated load-unload abilities break the whole thing. Is this actor related or am I duplicating wrong?

    Posted in: Data
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    posted a message on [Solved]Morphing Bunker, keep units inside after morph

    Thank you intanjir, I now know where to start my research!

    So I have got it working but an unwanted side effect. For experimenting purposes, I just added the Load-Unload (command center) ability and removed the Load-Unload(bunker) ability. Now, how would I modify the Load-Unload(Command Center) ability to accept loading of a unit when I have the unit selected and right click on the bunker?

    As you know, the Command Center doesn't load like a bunker. On the command center you have to press the load button and it "grabs" all scv's in the area up to its capacity and loads them. The bunker can be loaded by right clicking (moving) the unit to the bunker. I have changed the ability command on the load-unload to select target (instead of load all setting) and I can still load using the load-unload(command center) but I have to click each target I want in the bunker.What settings do I have to change in the load-unload(command center) to allow this the load-unload(command center) to function like the load-unload(bunker)?

    Posted in: Data
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