I made a unit in the editor the "transporter" and have it set up to be made from one of my custom buildings "workshop", but once it comes out of the building it will not stop moving. I gave it the ability to stop and hold position yet it seems to just continue on its way. Its odd for another reason, since i have made the exact same unit placed through the editor and it works fine. The only difference between these units is that the in game transporter has a trigger that attaches another unit to its top. However, I cannot understand how this could cause the unit to endlessly move about. If anyone knows how to fix this and would care to explain how it can be done I would be greatly appreciative.
@Boxmaster: Go
I tested your map, and i am not sure what it is, but i am certain it is the mineral depot (the mobile one) sOme thing gthere with actors or pathing, as it is incapable to stop,
@CrazyTwigman: GoI got it to work while tweaking with the radii on the unit. Once i made both of them inert with everything, the transporter was able to stop. However this brings up a new problem. The transporter will have its model become eclipsed by whatever building it nears since its radius of interaction is set to 0. Is there a way to have it stop but still not basically pass through other buildings?
hmm, i did notice the raius had been modified to 1 on the version that i look at, butr i was thinkinjg, the deaccelertation is 0, is that got to do with something?
EDIT: Type into DATA under units, transport, and have a look at it with the troop transport, and copy everything from there to transport (except speed) (i am ooking in detail view, near accelatrition and movement speed
I made a unit in the editor the "transporter" and have it set up to be made from one of my custom buildings "workshop", but once it comes out of the building it will not stop moving. I gave it the ability to stop and hold position yet it seems to just continue on its way. Its odd for another reason, since i have made the exact same unit placed through the editor and it works fine. The only difference between these units is that the in game transporter has a trigger that attaches another unit to its top. However, I cannot understand how this could cause the unit to endlessly move about. If anyone knows how to fix this and would care to explain how it can be done I would be greatly appreciative.
@Boxmaster: Go I tested your map, and i am not sure what it is, but i am certain it is the mineral depot (the mobile one) sOme thing gthere with actors or pathing, as it is incapable to stop,
@CrazyTwigman: GoI got it to work while tweaking with the radii on the unit. Once i made both of them inert with everything, the transporter was able to stop. However this brings up a new problem. The transporter will have its model become eclipsed by whatever building it nears since its radius of interaction is set to 0. Is there a way to have it stop but still not basically pass through other buildings?
hmm, i did notice the raius had been modified to 1 on the version that i look at, butr i was thinkinjg, the deaccelertation is 0, is that got to do with something?
EDIT: Type into DATA under units, transport, and have a look at it with the troop transport, and copy everything from there to transport (except speed) (i am ooking in detail view, near accelatrition and movement speed
nope didnt work. I am not sure!!! sorry i cant help
Sure your trigger is not firing a billion times on the unit?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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