I set up a unit that uses the force-field model (from the sentry) and i can "build" it fine, but it's unselectable and if itake one of my other units and try and tell it to attack this unit, it says "must target unit" (like there's no unit there). Did i just screw up somewhere along the data editing process or what?
Not quite from scratch - i copied an existing unit (a custom tower that does work). I didnt really mess with the flags other than turning off Unclickable and unhighlightable (sp.?) (in the hopes that would work).
This might work (option 2), except that sending the Set Opacity, Set Visibility, or Set Height messages on my "fake" actor don't seem to work (those are the only ones i could think of that would do what i want).
What you do is create a base unit(like a marine) for your force field with X amount of HP and whatnot. Set it up with whatever stats, but certainly it must have no Move speed and no turning rate.
Next is to set the opacity of the base unit, not the force field. :: UnitBirth.BaseUnit ->SetOpacity 0
After that, create a ModelAddition actor, using the model of the Force Field and attach the force field to the base unit using this actor message :: UnitBirth.BaseUnit -> Create
Give the proper footprint so that it can still block units. Change the force field ability to create your base unit at the target point. Add a behavior on the base unit that checks periodically for Massive, Ground units, if it validates, Kill Base Unit effect(simulate Colossus/Ultra/... thor? stepping and destroying force fields. Also this behavior should last however many seconds a Force Field usually lasts and the expire effect is Kill Base Unit, same as the effect from the above Search.
I have it all set up and working except for the part where you can still see the dummy model that is supposed to be invisible. None of the SetOpacity messages are working on it (and yes, i'm looking at the correct actor :P)
Oh, here's an idea/thought. Make sure your forcefield model is set to NOT inherit Opacity. Just look for the Inherit fields, usually the last ones, and uncheck Opacity. That might help you out.
What message are you using for the Opacity anyways? The default UnitBirth.Dummy -> Opacity 0 ?
I set up a unit that uses the force-field model (from the sentry) and i can "build" it fine, but it's unselectable and if itake one of my other units and try and tell it to attack this unit, it says "must target unit" (like there's no unit there). Did i just screw up somewhere along the data editing process or what?
@RCIX: Go
It's possible if you created this unit from scratch you did not set up the unit flags correctly as well as the selection and radius sizes.
Not quite from scratch - i copied an existing unit (a custom tower that does work). I didnt really mess with the flags other than turning off Unclickable and unhighlightable (sp.?) (in the hopes that would work).
@RCIX: Go
Have you tried the unit with other models? Although thats probably not the issue but may be worth checking anyway.
Yep, something with the model is doing it. Switching the model to Marine.m3 fixes the problem :/
@RCIX: Go
This has been gone over before. The model itself is weird in some way. I got a SOMEWHAT 'selectable/targetable' force field unit working before.
Here's some links to other posts about this, found by using the Search bar...
This might work (option 2), except that sending the Set Opacity, Set Visibility, or Set Height messages on my "fake" actor don't seem to work (those are the only ones i could think of that would do what i want).
@RCIX: Go
What you do is create a base unit(like a marine) for your force field with X amount of HP and whatnot. Set it up with whatever stats, but certainly it must have no Move speed and no turning rate.
Next is to set the opacity of the base unit, not the force field. :: UnitBirth.BaseUnit ->SetOpacity 0
After that, create a ModelAddition actor, using the model of the Force Field and attach the force field to the base unit using this actor message :: UnitBirth.BaseUnit -> Create
Give the proper footprint so that it can still block units. Change the force field ability to create your base unit at the target point. Add a behavior on the base unit that checks periodically for Massive, Ground units, if it validates, Kill Base Unit effect(simulate Colossus/Ultra/... thor? stepping and destroying force fields. Also this behavior should last however many seconds a Force Field usually lasts and the expire effect is Kill Base Unit, same as the effect from the above Search.
I have it all set up and working except for the part where you can still see the dummy model that is supposed to be invisible. None of the SetOpacity messages are working on it (and yes, i'm looking at the correct actor :P)
@RCIX: Go
Oh, here's an idea/thought. Make sure your forcefield model is set to NOT inherit Opacity. Just look for the Inherit fields, usually the last ones, and uncheck Opacity. That might help you out.
What message are you using for the Opacity anyways? The default UnitBirth.Dummy -> Opacity 0 ?
It looks like that it just doesn't apply the message in the editor; in-game it's fine. Thanks for the help :)