Hey so, I have an ability that switches over control of a unit to the capturing player, however, when captured, even though the building is selectable by the new player, and all researches can be trained at it, all behaviours still affect the previous owning player, instead of the new one.
I have it so these towers passively spawn units, grant gold, and grant supply to their owners, however, if their owner changes, all that stuff still works for it's previous owner. Even though I now have control of the tower, it still spawns units for my enemy, and grants said enemy food.
anyone know of a way to fix this?
I've managed to get it to mostly work, the abilities will spawn for the proper owner, however, supply is still not given. Also, is there a way to change ownership with an effect rather than the mysteriousness that is the neural parasite buff?
annnd I've managed to get it to work fully in half an hour, I'm amazing.
Sos, I got the building to have multiple behaviors that check periodically for different things, one checks if enemy units are around, and if not, regenerates shields. The other checks if enemies are around, and if so, lowers shield. The last tries to cast "change owner" every some odd seconds, checking for a nearby enemy, but has a validator that only works if the caster has 0 energy. Now when it gets to 0 it will fire the "change owner" ability, which causes a "modify unit" effect, from the caster to the target. However, the impact unit of this "change owner" is the source unit (the building) so when it hits the building it changes owner to the target player.
Initially this wasnt working, but after checking the "owner" flag in the modify flags of the modify unit effect, it's all fine and dandy. I even get supply now since I'm no longer using that neural parasite buff.
Changing the period behaviours from activating from the "player origin" or whatever the default unit is to the "source" player has fixed all my units spawning for enemies, and granting enemies income problems as well.
See I wish the first suggestion worked, as I have already tried such a thing. However, if my 1 unit kills 6 units each worth 1 exp, and there is one other hero unit in the area, they both end with 3 exp rather than 6 exp. (when I set radius to 20 and share fraction to 1)
however I am currently looking into the gameplay data thing
So I want my heros to share exp from kills, which seems to work fine, but I don't want them to divide the experience. If one hero kills a unit that grants 5 exp, I want all nearby allied heroes to get 5 exp. I'm making an rts map where each unit is it's own hero, so splitting exp by a fraction just doesn't help at all.
change the data of the sound that's being played. I think there's an option in there that overrides the same sound, and if there isn't, you can probably change the sound cut off so instead of fading it just plays anew, which you may be able to trick into sounding right. Course, you could copy and paste the sound, changing its name, and run both at the same time.
disabled by default, enabling it seems to do nothing of note.
Darn it, I want it to still affect the visibility of units but not the visibility of the surrounding area :S maybe if I just make each units sight radius ridiculously high, then use line of sight blockers to prevent firing over walls and such
So, I have specific lighting spots in the game and I want to change certain lighting spots in game. I can adjust the lighting for a player, but I want to change the lighting of a region, which I can't seem to find, anyone found a work around for this?
In context, the lighting I have on the map lowers the multipliers of the diffuse and specular to nearly nothing, the blood effect models seem to need these things in order to be red, so I make a lighting work around that changes the lighting in certain spots to show the red blood. Now I want it so when a unit dies, their death location turns to the illuminated red, both to fix the blood effects and to signal their death location.
So my goal, is to make an item, that causes the user to channel it for 5 seconds, and after that 5 seconds, applies an effect to the target.
The specific desire I have is to force the caster to channel for 5 seconds, if interrupted, cancels the effect, and upon completion, issues an order to the target unit.
So I made an attack toward point ability that works based off of raynors snipe, the goal is to make it hit the first target found and only the first target, any idea how to make that happen?
Also, most decals do not require you to set up the model at all. You can just set up a texture, use the decal slot (or use one of the predefined decal textures) then use the actor message. I didn't test it for raynor specifically, but it works for most models using a decal.
Well yeah that seems to be my problem, it works for most models, but not raynor.
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Hey so, I have an ability that switches over control of a unit to the capturing player, however, when captured, even though the building is selectable by the new player, and all researches can be trained at it, all behaviours still affect the previous owning player, instead of the new one.
I have it so these towers passively spawn units, grant gold, and grant supply to their owners, however, if their owner changes, all that stuff still works for it's previous owner. Even though I now have control of the tower, it still spawns units for my enemy, and grants said enemy food.
anyone know of a way to fix this?
I've managed to get it to mostly work, the abilities will spawn for the proper owner, however, supply is still not given. Also, is there a way to change ownership with an effect rather than the mysteriousness that is the neural parasite buff?
annnd I've managed to get it to work fully in half an hour, I'm amazing.
Sos, I got the building to have multiple behaviors that check periodically for different things, one checks if enemy units are around, and if not, regenerates shields. The other checks if enemies are around, and if so, lowers shield. The last tries to cast "change owner" every some odd seconds, checking for a nearby enemy, but has a validator that only works if the caster has 0 energy. Now when it gets to 0 it will fire the "change owner" ability, which causes a "modify unit" effect, from the caster to the target. However, the impact unit of this "change owner" is the source unit (the building) so when it hits the building it changes owner to the target player.
Initially this wasnt working, but after checking the "owner" flag in the modify flags of the modify unit effect, it's all fine and dandy. I even get supply now since I'm no longer using that neural parasite buff.
Changing the period behaviours from activating from the "player origin" or whatever the default unit is to the "source" player has fixed all my units spawning for enemies, and granting enemies income problems as well.
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See I wish the first suggestion worked, as I have already tried such a thing. However, if my 1 unit kills 6 units each worth 1 exp, and there is one other hero unit in the area, they both end with 3 exp rather than 6 exp. (when I set radius to 20 and share fraction to 1)
however I am currently looking into the gameplay data thing
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So I want my heros to share exp from kills, which seems to work fine, but I don't want them to divide the experience. If one hero kills a unit that grants 5 exp, I want all nearby allied heroes to get 5 exp. I'm making an rts map where each unit is it's own hero, so splitting exp by a fraction just doesn't help at all.
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hey not entireeely sure where to put this so I guess I'll ask for it here, can anyone whip me up a fairly decent Westeros terrain / outline for a map?
I'll end up doing it myself if no one's down, twould just save me a bunch of time is all, will give credits.
thanks
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change the data of the sound that's being played. I think there's an option in there that overrides the same sound, and if there isn't, you can probably change the sound cut off so instead of fading it just plays anew, which you may be able to trick into sounding right. Course, you could copy and paste the sound, changing its name, and run both at the same time.
Try any of those, Iunno.
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@DrSuperEvil: Go
disabled by default, enabling it seems to do nothing of note.
Darn it, I want it to still affect the visibility of units but not the visibility of the surrounding area :S maybe if I just make each units sight radius ridiculously high, then use line of sight blockers to prevent firing over walls and such
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@DrSuperEvil: Go
yeah it all just tints it slightly lighter versions of grey
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is there a way to remove the grey fog of war effect from the map, but still hide units if they are out of a unit's line of sight?
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Lighting region via trigs.
So, I have specific lighting spots in the game and I want to change certain lighting spots in game. I can adjust the lighting for a player, but I want to change the lighting of a region, which I can't seem to find, anyone found a work around for this?
In context, the lighting I have on the map lowers the multipliers of the diffuse and specular to nearly nothing, the blood effect models seem to need these things in order to be red, so I make a lighting work around that changes the lighting in certain spots to show the red blood. Now I want it so when a unit dies, their death location turns to the illuminated red, both to fix the blood effects and to signal their death location.
0
So my goal, is to make an item, that causes the user to channel it for 5 seconds, and after that 5 seconds, applies an effect to the target.
The specific desire I have is to force the caster to channel for 5 seconds, if interrupted, cancels the effect, and upon completion, issues an order to the target unit.
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nope! but after that picture now I wish I did.
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The destroy persistent idea seems to be working, thanks a bunch brobo cop
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So I made an attack toward point ability that works based off of raynors snipe, the goal is to make it hit the first target found and only the first target, any idea how to make that happen?
I'd also like it to only hit the target once.
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@DrSuperEvil: Go
So that fixed my selection problem, now the death problem still persists.
I used a site op to fit the model onto the footprint, but now it won't appear in the editor, which makes placing it tough.
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Well yeah that seems to be my problem, it works for most models, but not raynor.