@Wakeman: Go
It's not setting that's the problem, it's getting the values from the current camera. I too am having some serious problems that being able to get precise camera information would solve... as it stands though I have to make crude approximations, which tend to end up being wildly inaccurate in many cases.
You can make many shapes within a region, adding and subtracting them from eachother to get very precise shapes. You could probably map out the entire dangerous area with a single region (caveat: I don't know how many shapes can constitute a single region, as I've been working on a mod rather than maps, and so have to generate regions rather than lay them down)
Yes. I use a similar method for a "damage unit" action.
The catalog lines are the ones of interest to you. "DamageUnit" is the effect ID, "Amount" is the damage amount field of the effect, "Death" is a string that defines the death type - fire, squish, blast etc.
I've searched around a bit for this subject and found nothing, so here goes.
I am creating a Battlezone 2 inspired mod where you command units from the third person perspective, but can switch into a traditional RTS view by accessing a command console in a structure. The twist is that you can't see any enemy units when you are in rts mode unless they are within a radius of your structures. This all works.
The problem is that I still want the units to be able to see enemies, even when you cannot. So they would automatically fight eachother etc, and you simply wouldn't know what the units they are fighting were or where additional forces are.
I've looked at target finds, tactical AI, filters for various weapons and abilities, and while the units will still chase an invisible unit that they were already attacking while it was visible, they fail to acquire new invisible targets.
Does anyone have any insight on this problem, or how I might overcome it?
Edit: The expensive way of solving this would be to have each unit ghosted by another dummy unit which has the "Invisible" model, but is visible as far as the game is concerned. This solves the targeting problem (I have remade weapons to be dumb-fire and collide with the first target they detect, and would be excluding these dummy units), but is somewhat computationally expensive to keep track of and make sure that the dummy units are in the right place and correcty created/destroyed.
To streamline the process, there is a super warp gate in the campaign files... I can only imagine that the ability is disabled when the side doesn't have the warp gate tech, regardless of whether they actually have a gate or not.
The super gate can warp in any number of units at once as fast as you like, with a wider variety, no cost and no tech requirement.
Yeah, >= is used in preference to ≥ because it's simply easier to type. Same as using != instead of ≠... you don't have to go rooting through character map or remember alt codes to use it.
It's a standard set of symbol use across almost all programming and scripting languages. The only exception to any of them that I can think of is lua using ~= instead of !=.
Use the show UI frame action to show the command card, minimap, menu bar and resource frame as well as restoring the UI in general. I don't know what suddenly causes it to not restore these pieces, but adding those actions fixes everything, as far as I can tell.
The basic field you are looking for to change a unit actor assignment is at the top of the right panel - a seperate box appears with a unit-actor association in it.
For efficiency's sake, it's probably better to read a variable than run a function to check the state of an object. Unless you are cramming the memory full of thousands of variables already of course.
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@Wakeman: Go It's not setting that's the problem, it's getting the values from the current camera. I too am having some serious problems that being able to get precise camera information would solve... as it stands though I have to make crude approximations, which tend to end up being wildly inaccurate in many cases.
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I belive the correct command is "scan move". It appears under the general attack command button, anyway.
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You can make many shapes within a region, adding and subtracting them from eachother to get very precise shapes. You could probably map out the entire dangerous area with a single region (caveat: I don't know how many shapes can constitute a single region, as I've been working on a mod rather than maps, and so have to generate regions rather than lay them down)
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Give it a duration of 0.0 - it'll never wear off that way.
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Data Editor: Alerts -> whatever alert you want to unbind -> Primary actions -> untick all of the boxes.
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Yes. I use a similar method for a "damage unit" action.
The catalog lines are the ones of interest to you. "DamageUnit" is the effect ID, "Amount" is the damage amount field of the effect, "Death" is a string that defines the death type - fire, squish, blast etc.
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I've searched around a bit for this subject and found nothing, so here goes.
I am creating a Battlezone 2 inspired mod where you command units from the third person perspective, but can switch into a traditional RTS view by accessing a command console in a structure. The twist is that you can't see any enemy units when you are in rts mode unless they are within a radius of your structures. This all works.
The problem is that I still want the units to be able to see enemies, even when you cannot. So they would automatically fight eachother etc, and you simply wouldn't know what the units they are fighting were or where additional forces are.
I've looked at target finds, tactical AI, filters for various weapons and abilities, and while the units will still chase an invisible unit that they were already attacking while it was visible, they fail to acquire new invisible targets.
Does anyone have any insight on this problem, or how I might overcome it?
Edit: The expensive way of solving this would be to have each unit ghosted by another dummy unit which has the "Invisible" model, but is visible as far as the game is concerned. This solves the targeting problem (I have remade weapons to be dumb-fire and collide with the first target they detect, and would be excluding these dummy units), but is somewhat computationally expensive to keep track of and make sure that the dummy units are in the right place and correcty created/destroyed.
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In that case, direct your attention towards the build ability on that unit, specifically the build routines for those two structures.
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To streamline the process, there is a super warp gate in the campaign files... I can only imagine that the ability is disabled when the side doesn't have the warp gate tech, regardless of whether they actually have a gate or not.
The super gate can warp in any number of units at once as fast as you like, with a wider variety, no cost and no tech requirement.
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There's a "make unit uncommandable" action in the trigger editor. Go look for that :)
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Yeah, >= is used in preference to ≥ because it's simply easier to type. Same as using != instead of ≠... you don't have to go rooting through character map or remember alt codes to use it.
It's a standard set of symbol use across almost all programming and scripting languages. The only exception to any of them that I can think of is lua using ~= instead of !=.
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"Greater than or Equal to"
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Use the show UI frame action to show the command card, minimap, menu bar and resource frame as well as restoring the UI in general. I don't know what suddenly causes it to not restore these pieces, but adding those actions fixes everything, as far as I can tell.
0
The basic field you are looking for to change a unit actor assignment is at the top of the right panel - a seperate box appears with a unit-actor association in it.
Glad to be of help!
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For efficiency's sake, it's probably better to read a variable than run a function to check the state of an object. Unless you are cramming the memory full of thousands of variables already of course.