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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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    posted a message on Air units and flying in a single direction

    I will upload my map in progress. For my 2 specific air units, the bomber and the scout, their weapon Allowed Movement is already set to Move. They behave 99% exactly how I want already.

    However.

    When I  right-click/Move to a point on the map, I want the unit to not stop moving at the point that I clicked. Like, I want the Move command to be repeatedly given in the direction the unit is facing *until* I give that unit a new Move order, or I shift+Move to keep it contained in a "pattern."

    A real life airplane does not float over its target stationary, they need continuous movement. I am trying to emulate that movement with these 2 units. I want them to specifically behave different than the other units in my map.

    Posted in: Triggers
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    posted a message on Air units and flying in a single direction

    Assume the face of a clock. If I have selected an air unit and I click at it's 3 o'clock position, I want that unit to continuously fly in that direction instead of stopping at the way point where I clicked. I feel like this would be easier done via triggers via "ignore orders" or something similar, but I don't do/know triggers very well. There might also be a certain type of "Mover" that I am unaware of that does this already.

    If I want the unit to fly to a destination and I want it to hang around that general area until I need it again, I am ok with shift-move to make it fly a pattern via queing its movement.

    So, I want it to keep flying in the same direction once it executes it's last given "move" command and has not been given another command (this is so it can be shift-move qued)

     

    The idea is I have a custom "bomber" with a long weapon cooldown with Only Fire While Attacking and Only Fire at Attack Target unchecked. Meaning, as soon as my bomber flys over an acceptable target it just drops its bombs automatically. It doesn't even have an "Attack" button. After this bomber flys over the unit it just attacked, I want it to keep moving in the direction I clicked instead of hovering in place waiting for its 10 second weapon cooldown to expire so it can attack again.

    Posted in: Triggers
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    posted a message on How to make a single Marine that is made up of multiple marines

    The simple fix to this was to create a Carrier-type unit with a Marine model who spews out Marine "Interceptors" set to "External" and then in the Actors for the "Interceptors" to make sure HP bars etc were hidden via flags

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

    I have a carrier-type unit that keeps it's units External (instead of "inside" the unit) The issue is when the Carrier unit is loaded into another unit (a dropship), the Externally created units just stay on the map and will follow the dropship.

    What is the easiest way to kill off the External units when the main Host unit is in a load/unload cargo?

     

    Posted in: Data
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    posted a message on [SOLVED]Make Carrier Release 20 Interceptors Simultaneously

    In reply to kimgb415:

     I've been paying around with this myself, and I think it's called Periodic Rate Multiplier, OR it's (Target: Marker +) Count [_?_]

    I have edited both of them to 5 to solve this exact issue myself and this works tho I don't know which one is doing the work.

    Posted in: Data
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    posted a message on How to make a single Marine that is made up of multiple marines

    In reply to enokisc2:

     If you say that would work, I am inclined to believe you, but I am still decently bad at the editor. I need a little bit more of an explanation

    Posted in: Miscellaneous Development
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