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    posted a message on Adding X count to Arm Magazine unit via a behavior/effect

    Bumping for visibility.

     

    My Troop Commander uses a Hanger/Arm Magazine ability to spawn Marines. This allows 1 Commander to issue orders to all of the Marines it generates.

     

    When the Commander loads into a Dropship, the Load/Unload ability of that Dropship has a "Hide Marine" behavior....however instead of hiding the Marines it just disables the Commander's Hanger/Arm Magazine ability...I just called it a "hide" behavior and this simply kills all of those marines. Which is fine.

     

    That means when the Commander leaves the Dropship, it has to wait and respawn every Marine (costs 5 hp every 5 seconds to spawn 2 marines) which means if a Commander has 20 marines that follow it (external) I will have to wait a whole minute after leaving the dropship just to have all of my troops again, not including the Hp cost of producing the unit.

     

    What is a workaround for this?

    Posted in: Data
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    posted a message on Disabled Flagship Mechanic - Need Help

    Can you use this same set up to create a circular "holding pattern" for air units? Say you have a Wraith that doesn't have any active commands or ques. If it was to sit stationary, can you use periodic movements to have that unit perform a closed loop circle?

     

    Also, could you use this same effect to force all air units (with no given commands) to move in a straight path until you give them a command? Like, when they are created they just fly straight. You tell it to move a different direction. That air unit will face that direction and then continuously move in that direction, *including* flying over the point you clicked on?

    Posted in: Data
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    posted a message on Actor Heroes Too High Off Ground?

    Check the Map Options at the top and look for an unchecked box next to "all units use base height". 

     

    You can also simply adjust the Height field on the unit, most units use base 0 default height.

     

    Units can also be given a flag that "ignores terrain height"

     

    If I hear you right, a unit is hovering and it shouldn't. Maybe you are placing unit on low ground and the editor compensates by boosting it to a playable height. I gave you 3 ways to alter how a unit behaves with Height. If you need more help then we need more details. A while back I made a map with lowered heights and placing a building at -2 height caused it to go back to height 0...which is above -2, so it was floating.

    Posted in: Data
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    posted a message on Issue with Morph ability/missing commands

    Bumping my own thread with an answer: When I duplicated the 2 units, I also duplicated the Move abilities so unit A had Attack and Move, while unit B had Attack2 and Move2, and since they share a morph those Attack and Move commands needed to be the same.

    Posted in: Data
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    posted a message on Adding X count to Arm Magazine unit via a behavior/effect

    The picture below shows my "Carrier" unit with it's "Interceptors," I will now call these Commander and Marines.

     

    The Commander is able to load as cargo. The unit with the cargo load/unload ability (ie Medivac, Dropship) disables the Commander's Arm Magazine ability when it is loaded. This kills all of the Marines and prevents the Commander from producing more while it is loaded as cargo. If this behaviour wasn't in place, then the Marines would stay on the map (on foot) and walk towards their Commander....who is in the dropship half a continent away. That also means, currently, whenever my Commanders enter a dropship and then exits, I have to wait for all of the Marines to be re-made. I want to mitigate this wait time.

    How can I make a behaviour/buff that adds more units to the Commander's arm magazine ability when it disembarks? I know where to attach it, I just don't know how to add more units to an magazine ability. Thank you!

    Posted in: Data
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    posted a message on External Carrier units Load/Unload

    Bumping my own thread with an answer: Create new Behavior>Buff, Behavior:Modification+>Disable (either the specific arm magazine ability, or ALL Magazine Arm abilities)

     

    Apply Behavior to the cargo ability of the transport unit: Load Behavior Effect Cargo>Disable Troop Hanger (our created Behavior).

    Posted in: Data
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    posted a message on Issue with Morph ability/missing commands

    I hope you can help me with one more thing, because I think I know where you and I did something different. I repeated the process that I originally used on YOUR map and.... I got my same previous results. Attached picture with errors turned

    on.

     

    https://imgbox.com/n9LgzlyZ

    (I have exceeded upload limit?)

     

    The error is what intrigues me the most, it states that there are too many Move and Attack commands blah blah, which are the exact abilities that are missing, and this make me think I am doing something wrong when I duplicate the A and B units. For this specific example, I duplicated the original battlecruiser to make Battlecruiser A. I then duplicated Battlecruiser A to make Battlecruiser B.

     

    Or maybe just altering the Units in the Morph A/B Info field isn't enough to properly link the morph?

     

    Posted in: Data
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    posted a message on Issue with Morph ability/missing commands

    I DL'd your map and tried it. Yours works fine.

     

    I went back to my map and recreated the Burrow/Unburrow that you used and I still get the same result, one of my air units being unable to move.

    Posted in: Data
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    posted a message on Issue with Morph ability/missing commands

    Even when I use the Burrow/Unburrow ability, one of the morphed units is unable to move or attack. One of the Morph Abilities had a "Suppress Movement" flag but all that did was made the Lift-off ability interruptible with a Move command.

     

    So, the Banshee that is set at the higher height (who has the land ability) cannot move or attack and the Command Card of the unit doesn't have Move and Attack commands (it DOES have them in the editor Command Card)

     

    The other Banshee that is set to low height (who has the lift-off ability) can move and attack and use lift-off with 0 issues. Once the morph from Ground>Air happens, the Air unit cannot move or attack. 

    Posted in: Data
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    posted a message on Issue with Morph ability/missing commands

    The last time I used the Viking abilities my Banshees turned into a Viking for the Landing animation and turned back into a Banshee. Meaning, it still played the Viking morph animations. If you could tell me how to get rid of that I would absolutely use it. I tried removing something called "Viking swarm animation" as I thought maybe that was it, but that wasn't it, and that's why I moved to the Zeus ability. Thank you for all of your replies and I plan on giving it another try sometime today. I have my 2 Banshees made so all I have to do is plug the Morphs back in and link them up.

    Posted in: Data
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    posted a message on Issue with Morph ability/missing commands

    Well, I wanted the Morph ability for 2 reasons:

     

    1. Banshee A will have an Afterburner ability and a higher default speed while at a height of 8

     

    2. Banshee B will have a Load/Unload ability and a smaller default speed while at a height of 2. Banshee B will also be targeted as Ground instead of Air, allowing it to close distance on Missile Turrets and destroy them without themselves being targeted.

     

    I want a flying troop carrier that is more than a simple A-move vehicle and has room for strategy. Do you want a fast attacker, or a slow air-support vehicle? While full of troops you can move from low height to high height to gain a massive speed boost. 

     

    I used the Zeus Land/Liftoff and I am assuming since I duplicated and used this ability that one of the Morphed units inherited flags that were present in the original Zeus Land/Liftoff ability that caused the landed Zeus to behave like a building. 

     

    The 2 units work fine if the Liftoff/Land abilities are removed, so something in the Zeus Liftoff/Land ability is causing this to happen and I don't know where or how to change it.

     

    Put your spoiler here.

     

    Posted in: Data
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    posted a message on Projectiles/missiles and how to outrun them

    Assume I have an air unit with high speed. If that air unit moves in range of a basic Missile Turret, there is a distance where that air unit can technically outrun the missile turrets attack. The Missile Turrets missile will follow the unit and eventually explode harmlessly, dealing 0 damage. How do I apply this same "expiration" to say a Battlecruisers auto-attacks?

     

    Currently, if the same air unit moves near a BC and then moves away from it at ludicrous speed, the BCs projectiles will follow it and, even if the projectile disappears, will still do damage. I want to change this interaction so that the BCs attacks are able to be dodged by using the air units Boost/Afterburner ability.

     

    Thank you.

    Posted in: Data
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    posted a message on Issue with Morph ability/missing commands

    Step 1: Duplicate Banshee

    Step 2: Duplicate Zeus Lift Off/Land Ability

    Step 3: Banshee A height set high

    Step 4: Banshee B height set low

     

    The duplicated Morph abilities work as intended. The issue is Banshee A cannot move or attack. In game, Banshee As command card only has Stop as an order. 

    Going back into the Data Editor, Banshee As command card is normal and have all the Move/Patrol/Hold Position/Attack commands but they are absent in game.

    Banshee A can only move when you select its "Land" ability as it will move towards where you told it to land.

     

    Banshee B has full movement.

     

    What could be causing this?

     

    Edit: removing the morph ability returns Banshee A to full movement

    Posted in: Data
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    posted a message on Flying/Landed buildings and Ignore Terrain Height

    If you set a flying unit to "Ignore Terrain Height" they will fly in a straight path and will not follow the curves of the terrain. This is fine. This is what I want.

     

    The problem comes when I get my flying "Command Center" that has "Ignore Terrain Height" to land on the ground. If the terrain height is anything but 0 (hilly landscape), the flying unit will clip through the terrain texture when landing, so basically my building will land underneath the rest of the map. 

     

    The "Landed Command Center" has normal properties, ie "Ignore Terrain Height" *unchecked.*

     

    Is there a way to fix this so that my flying building will not clip into the ground when landing?

    Posted in: Data
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    posted a message on External Carrier units Load/Unload

    Holy christ your answers to me today are on point and well versed.

    I will give this a try, as macros aren't something I've played with but I have a question: does hiding a unit simply render it invisible, or does it actually remove the unit from the map? The reason I ask is, if my External Unit is a ground-based ranged Marine and he is following his host in the Dropship, if he is simply invisible wouldn't he still attack/be attacked by other units? 

    Posted in: Data
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