Is there a way to make it so the dropship would carry a tank under it, like it carries the Thor?
Also, would it be possible to make it so the carried vehicle takes up a seperate space on the dropship... For example, could I make it so the dropship can only carry a single tank, but still have 6 seats for marines? Thanks in advance for any help.
New question, how do I make projectiles track units? I gave my BC's the Hurricane ability as their primary attack (a flurry of missiles, always cool), however it's still just an AoE attack. If they're firing at a fast moving enemy their shots always miss. Is it possible to make the missiles track like other projectiles, but give them a chance to miss? I like how small agile ships can evade them, but the missiles should have a percent chance of hitting the target, too. Any help would be appreciated.
Is there a way to make it so the dropship would carry a tank under it,
like it carries the Thor?
Yes. Unfortunately you have to use actors and attachment points, so it's a pretty long process. Read up on the Uberlisk tutorial if you really want to do this.
Quote:
Also, would it be possible to make it so the carried vehicle takes up a
seperate space on the dropship... For example, could I make it so the
dropship can only carry a single tank, but still have 6 seats for
marines? Thanks in advance for any help.
I suppose you could do this by giving your dropship two different load abilities, one for infantry and one for a tank.
As for the tracking missiles thing, it has to do with movers. I suggest using an existing mover (like the longbolt missile) for your projectile. Making custom movers can be a pain as we still don't fully understand what each field does.
I've been working on that dual-load ability idea, and it just refuses to work. I've given units duplicate abilities before, my BC has two yamato cannon abilities that operate independent of one another. But when I give the dropship a vehicle load-unload, and an infantry load-unload, it'll only use whichever one is ontop. I've made new buttons for it, I've done everything I can think of to seperate them, but it only uses one at a time, not both. Can you simply not have two different load abilities on a single unit, or what?
in your load abilities you need to set cargo sizes. Example: set cargo space to 6 and set max cargo size to 1 and set the cargo size of all infantry to 1
then in the vehicle one set cargo space to 4, set minimum cargo size and maximum cargo size to 4 as well and then set all vehicles to 4.
I never thougth of that, but the problem I'm facing is I don't see a minimum cargo size, I got the infantry one squared away but without a minimum ammount, infantry can spill over into the vehicle one. I see three tabs dealing with the cargo, all in "stats". There's Cargo Count Maximum, Cargo Size Maximum, and Cargo Space. So where is the minimum cargo size at?
Edit: Turns out, the EXACT same problem occures with this method. Only one "load-unload" ability is registering. Whichever one is higher on the list is the one the dropship uses, the lower one isn't used at all. How do I make the dropship use BOTH load abilities at the same time?
Yeah, I get that. The problem isn't in what units can be loaded or not. The problem is that the dropship will only use ONE ability. I have two abilities, one for infantry and one for vehicles. However the drop ship wont use both, it'll use one or the other. Whichever ability is higher on the list, it uses, the other is discarded.
For example, if I set my infantry load to exclude mechanical units, and put it above my vehicle load, the dropship wont carry vehicles.
Conversly, if I set my vehicle load to exclude biologicals, and set it above my infantry load, infantry can't be carried by the dropship.
What I need is for the dropship to use BOTH abilities, at the same time. I've used duplicate abilities before on other units, but for some reason the dropship refuses to use both load variants. Aslong as it only uses one of the abilities, no method will work. :|
Bump before I go to bed. If anyone could tell me how to get both abilities to work, I'd be forever in your debt. I know how to get one ability to use infantry, and the other to use vehicles. The problem is that the dropship only uses one load ability or the other, not both. So if anyone knows how to make the dropship use both load abilities at the same time, I'd really appreciate it.
Hmm, thanks for the idea but validators make absolutely no sense to me, if you could point me at a guide that explains them, I'd appreciate it. I browsed the tutorial section, but didn't find anything on validators.
Don't have the editor here, but hm, try looking at the default made validators. Like "Bunker is Empty" i think it was and "target is (unit type)." Make sure to set the correct unit type you want to validate, if you want to validate 6 rangers for example, it would be target. If you want to validate the transport slots use source. And to combine them use the "combine" validator.
Actually, when i think about it, I'm not sure if you can validate the carried unit. Let's hope for some input:p
Hmm, that's just going right over my head lol, but I'll take a look at the bunker. The problem I have is when I make a new validator, the data on the right side just doesn't make sense. I don't see anything that resembles what you're talking about, such as designating units and what they can do. All that stuff is very confusing for me :(
I also have a new question (This thread is full of more questions then answers :(). I perused the forums via the search engine, and didn't find anything that helps. I need a way for two seperate weapons to fire at the exact same time. I removed linked cooldown, and tried setting backswing to 0, still doesn't work.
What I have is an artillary unit, it fires an arcing projectile at long distances. However at short distances it has a machine gun to deal with pesky infantry and the like. The problem is, it'll only fire one weapon at a time. So it either fires it's artillary gun, and melee units swarm it, being ignored (I gave it a minimum attack distance for the main gun, hence the machine gun). Or it'll ONLY fire it's machine gun, and wont shell the enemy.
So I need a way for the machine gun to fire WHILE the artillary gun is firing, any assistance for this and my dropship problem would be greatly appreciated.
Yet another bump, with yet another question. Atleast I'm not spamming individual threads for these, eh?
Anyways, I have a stealth unit that can cloak and decloak at will. However, I want it so that when it decloaks, it puts the cloak on a cooldown. Basically I want it so that you roam around, cloaked, head toward's your enemy, decloak and attack. But you have to wait for the cooldown before you can cloak again. Everything I've found in the cloak behavior and the like all determins the cooldown of the cloak, but I can't find a way to trigger that cooldown simply by decloaking.
Is there a way to do this without triggers? Since I can't do triggers @_@
Also, my last two questions still stand (getting a dropship to use two seperate load abilities, and the artillary unit to use two seperate weapons at the same time). So yeah, any help would, as always, be greatly appreciated.
To answer your first question (well, at least to help), if your weapons aren't firing at the same time, it's probably something int heir flags. If backswing and linked cooldown are both off, it should work.
As for the cloak thing: Yes, this is easy. Have a behavior that goes on the unit when it decloaks. Make this behavior prevent cloaking until it runs out.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Is there a way to make it so the dropship would carry a tank under it, like it carries the Thor?
Also, would it be possible to make it so the carried vehicle takes up a seperate space on the dropship... For example, could I make it so the dropship can only carry a single tank, but still have 6 seats for marines? Thanks in advance for any help.
New question, how do I make projectiles track units? I gave my BC's the Hurricane ability as their primary attack (a flurry of missiles, always cool), however it's still just an AoE attack. If they're firing at a fast moving enemy their shots always miss. Is it possible to make the missiles track like other projectiles, but give them a chance to miss? I like how small agile ships can evade them, but the missiles should have a percent chance of hitting the target, too. Any help would be appreciated.
Yes. Unfortunately you have to use actors and attachment points, so it's a pretty long process. Read up on the Uberlisk tutorial if you really want to do this.
I suppose you could do this by giving your dropship two different load abilities, one for infantry and one for a tank.
As for the tracking missiles thing, it has to do with movers. I suggest using an existing mover (like the longbolt missile) for your projectile. Making custom movers can be a pain as we still don't fully understand what each field does.
I've been working on that dual-load ability idea, and it just refuses to work. I've given units duplicate abilities before, my BC has two yamato cannon abilities that operate independent of one another. But when I give the dropship a vehicle load-unload, and an infantry load-unload, it'll only use whichever one is ontop. I've made new buttons for it, I've done everything I can think of to seperate them, but it only uses one at a time, not both. Can you simply not have two different load abilities on a single unit, or what?
Bump for knowledge? Maybe? :(
@Colt556: Go
in your load abilities you need to set cargo sizes. Example: set cargo space to 6 and set max cargo size to 1 and set the cargo size of all infantry to 1
then in the vehicle one set cargo space to 4, set minimum cargo size and maximum cargo size to 4 as well and then set all vehicles to 4.
I never thougth of that, but the problem I'm facing is I don't see a minimum cargo size, I got the infantry one squared away but without a minimum ammount, infantry can spill over into the vehicle one. I see three tabs dealing with the cargo, all in "stats". There's Cargo Count Maximum, Cargo Size Maximum, and Cargo Space. So where is the minimum cargo size at?
Edit: Turns out, the EXACT same problem occures with this method. Only one "load-unload" ability is registering. Whichever one is higher on the list is the one the dropship uses, the lower one isn't used at all. How do I make the dropship use BOTH load abilities at the same time?
@Colt556: Go
Your vehicle load ability has to validate that the unit is a vehicle. For example, only allow mechanical units with size 2 or more.
You might also want to validate the infantry load ability to make sure only infantry goes there.
Yeah, I get that. The problem isn't in what units can be loaded or not. The problem is that the dropship will only use ONE ability. I have two abilities, one for infantry and one for vehicles. However the drop ship wont use both, it'll use one or the other. Whichever ability is higher on the list, it uses, the other is discarded.
For example, if I set my infantry load to exclude mechanical units, and put it above my vehicle load, the dropship wont carry vehicles.
Conversly, if I set my vehicle load to exclude biologicals, and set it above my infantry load, infantry can't be carried by the dropship.
What I need is for the dropship to use BOTH abilities, at the same time. I've used duplicate abilities before on other units, but for some reason the dropship refuses to use both load variants. Aslong as it only uses one of the abilities, no method will work. :|
Bump before I go to bed. If anyone could tell me how to get both abilities to work, I'd be forever in your debt. I know how to get one ability to use infantry, and the other to use vehicles. The problem is that the dropship only uses one load ability or the other, not both. So if anyone knows how to make the dropship use both load abilities at the same time, I'd really appreciate it.
Yet another bump since I really need help :(
@Colt556: Go
Could be done with validators i guess, without using two transport abilities. Make one for each and combine them:
Have fun making validators!
Hmm, thanks for the idea but validators make absolutely no sense to me, if you could point me at a guide that explains them, I'd appreciate it. I browsed the tutorial section, but didn't find anything on validators.
@Colt556: Go
Don't have the editor here, but hm, try looking at the default made validators. Like "Bunker is Empty" i think it was and "target is (unit type)." Make sure to set the correct unit type you want to validate, if you want to validate 6 rangers for example, it would be target. If you want to validate the transport slots use source. And to combine them use the "combine" validator.
Actually, when i think about it, I'm not sure if you can validate the carried unit. Let's hope for some input:p
Hmm, that's just going right over my head lol, but I'll take a look at the bunker. The problem I have is when I make a new validator, the data on the right side just doesn't make sense. I don't see anything that resembles what you're talking about, such as designating units and what they can do. All that stuff is very confusing for me :(
Just ignore this validator idea until further. I looked into the editor and didn't see a way to validate unit type in the transport. Sorry :(
It's ok, I'm sure there's a way to make this work, just gotta find it XD
Bump, still needing help with this @_@
I also have a new question (This thread is full of more questions then answers :(). I perused the forums via the search engine, and didn't find anything that helps. I need a way for two seperate weapons to fire at the exact same time. I removed linked cooldown, and tried setting backswing to 0, still doesn't work.
What I have is an artillary unit, it fires an arcing projectile at long distances. However at short distances it has a machine gun to deal with pesky infantry and the like. The problem is, it'll only fire one weapon at a time. So it either fires it's artillary gun, and melee units swarm it, being ignored (I gave it a minimum attack distance for the main gun, hence the machine gun). Or it'll ONLY fire it's machine gun, and wont shell the enemy.
So I need a way for the machine gun to fire WHILE the artillary gun is firing, any assistance for this and my dropship problem would be greatly appreciated.
Yet another bump, with yet another question. Atleast I'm not spamming individual threads for these, eh?
Anyways, I have a stealth unit that can cloak and decloak at will. However, I want it so that when it decloaks, it puts the cloak on a cooldown. Basically I want it so that you roam around, cloaked, head toward's your enemy, decloak and attack. But you have to wait for the cooldown before you can cloak again. Everything I've found in the cloak behavior and the like all determins the cooldown of the cloak, but I can't find a way to trigger that cooldown simply by decloaking.
Is there a way to do this without triggers? Since I can't do triggers @_@
Also, my last two questions still stand (getting a dropship to use two seperate load abilities, and the artillary unit to use two seperate weapons at the same time). So yeah, any help would, as always, be greatly appreciated.
@Colt556: Go
To answer your first question (well, at least to help), if your weapons aren't firing at the same time, it's probably something int heir flags. If backswing and linked cooldown are both off, it should work.
As for the cloak thing: Yes, this is easy. Have a behavior that goes on the unit when it decloaks. Make this behavior prevent cloaking until it runs out.