Can i disable the highlight flag with some kind of buff?
I have a trap and when a unit enter it i don't want to be able to highlight/select etc the trap but the trap cover the unit in it so i can't select the unit.
I'm not criticising you but answering Sherlia's question :>
Btw for visual aspect you can use ModelSwap message and use same unit, and for path blocking you can create another invisible unit which will be just blocking path (will be more flexible aproach, cuz you can use same blocking unit for multiple traps which have different appearences)
Can i disable the highlight flag with some kind of buff?
I have a trap and when a unit enter it i don't want to be able to highlight/select etc the trap but the trap cover the unit in it so i can't select the unit.
Under the Unit - Flags field check Unselectable and maybe Untargetable.
So far i have not seen how I'm able to access those flags inside the game. How do you change them? effect ? behavior?
@Sherlia: Go
U can alter these flags via behavior: - Modification - Behavior - State Flags.
U can add behavior via effect or trigger.
Or u can manually alter these flags via trigger.
I do no find this flag in the behavior and i don't find how to alter it with triggers. Thats why i ask "where" can i find it? :)
Did solve it by giving it a morph ability and that new unit had the correct flags.
Well it was harder than i expected. But here it is.
Fell free to alter some aspects or add some visual effects to it.
Morph approach is bad idea (overkill) in case you want just prevent player from trap selection, and nothing more. You can use two easy ways:
1) Use ModelAllowHitTest Message in trap's actor (for example Behaviour.TrapTriggered.On -> ModelAllowHitTest (flag unchecked)
2) Open buff modification+ go to "behaviour" tab, scroll down to state flag and do as Spoolofwhool said (flags Untargetable and Unselectable)
I made it with morph just for visual aspect and pathblocking.
Anyways highlight blocking i made via this:
I'm not criticising you but answering Sherlia's question :>
Btw for visual aspect you can use ModelSwap message and use same unit, and for path blocking you can create another invisible unit which will be just blocking path (will be more flexible aproach, cuz you can use same blocking unit for multiple traps which have different appearences)