Creating waves now done, but the campaign AI removes units from custom waves after 3-4 seconds into the game. This is probably due to the Campaign AI continuously adding units to its own preset waves, which is almost certain to be the Idle wave.
Man, I wish I could help you out. Myself am having trouble with waves, and I'm certain that's the key to using drop attacks. I made a separate thread to inquire on the matter from the guys here.
Regarding training, I got it. The current problem is that Queued flag does not read on Train action. Build works, but Train doesn't. I had to clear the build and train queues to fix things.
What I'm trying to do is create variables of type Waves and use them to assign units into and eventually command these units to attack, defend, patrol, scout, etc.
I've tried playing around with these but nothing happens.
How does one really create and use waves?
How do we initialize them and assign them to a player?
What is the proper function we should use to assign a newly completed unit to a wave?
How do we set a specific wave's defense gather location, attack location etc.?
Can a campaign AI utilize custom waves?
In short, how do all these functions and vars which are clearly related to waves and their use work? How does one employ them to control the AI?
Ah,.. yes. Awesome. It seems that if the unit's target gets out of range while the damage point value isn't reached, the unit does not fire the weapon.
Is this possible with abilities as well? Like with the thor's javelin missile, and have the thor lose targeting should his target move away from range?
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Creating waves now done, but the campaign AI removes units from custom waves after 3-4 seconds into the game. This is probably due to the Campaign AI continuously adding units to its own preset waves, which is almost certain to be the Idle wave.
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It's achieved by adding depth of field to your camera.
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Man, I wish I could help you out. Myself am having trouble with waves, and I'm certain that's the key to using drop attacks. I made a separate thread to inquire on the matter from the guys here.
Regarding training, I got it. The current problem is that Queued flag does not read on Train action. Build works, but Train doesn't. I had to clear the build and train queues to fix things.
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double post sorry.
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What I'm trying to do is create variables of type Waves and use them to assign units into and eventually command these units to attack, defend, patrol, scout, etc.
I've tried playing around with these but nothing happens.
How does one really create and use waves?
How do we initialize them and assign them to a player?
What is the proper function we should use to assign a newly completed unit to a wave?
How do we set a specific wave's defense gather location, attack location etc.?
Can a campaign AI utilize custom waves?
In short, how do all these functions and vars which are clearly related to waves and their use work? How does one employ them to control the AI?
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Have recently started playing with the Campaign AI myself, and can't seem to even get it to use Train for creating Drones past 24 drones.
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Have you guys been able to discover how to enable depth of field? It's driving me nuts.
edit:
You need to set post-processing beyond medium to get depth of field to show.
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Ah,.. yes. Awesome. It seems that if the unit's target gets out of range while the damage point value isn't reached, the unit does not fire the weapon.
Is this possible with abilities as well? Like with the thor's javelin missile, and have the thor lose targeting should his target move away from range?
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does this mean we cannot save these hero data to variables? I haven't tried the Bank yet, so I have no idea what that's for.
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I'm not certain but I don't think time of day is working. Have you done other stuff besides fog with that conditions, to see if the time of day works?
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This can be achieved.
To Change the Unit's Team Color to a certain color,
In the unit tab, select the unit, and open it's Events+ field.
Create an ActorCreation Event. And set the Action to Set Team Color.
Diffuse is the texture color, Emissive is the glows like the Zealot's Psi Blades.
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@pixartist: Go
YES! Man, I gotta say, that was awesome! Better than rushing to voidrays, in fact. :)
And, hey, thanks for sharing your map. I did learn a few back there. Do you want me to remove the attachment?
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There you go.
That was fun!
The explosion is huge though.
What I did was:
Opening: Birth Content: Death Closing: Kill Flags: Play Once Time Variant: 0.1 Type: Duration
And for the creation: Effect.BanelauncherDamage.Start action: Create
Yes, I suppose so. And maybe the afterclosing destroy does that? Not sure.
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@pixartist: Go
Hold on, I almost got it.