First:
So I have a Unit in my game who can morph between different forms. A custom Dark templar, Custom Zealot, custom ghost and a predator. Now down in the bottom center UI (left of portrait) where it shows the little icons like attack/shield and defence. These don't change when I morph units properly. If I go to predator the attaack and shield disapears (cause he doesn't have them) and the armour changes from the protoss sign to the terran armour one.
He starts of as DT and attack is the warp blades and so on 45 damage, armour is 3 and all that. but these stay for the zealot and ranged form as well. The health and energy and anme and type all changes, just not these little icons. Sorry about the bad explanation.
Second:
Following this tutorial Your text to link here... I made some power ups. Now they all work properly and like they should but I can basically not pick them up. He set it to .1 in the effect autocast range and stats range. He said to change that if you dont want to walk over it. Now I have tried changing stats range to 1, 10 and even 50 and then as for effect autocast range the new editor doesn't have this. I used Stats: Cast start time (looks closest) and ive matched that with stats:range and tried the numbers listed above and nothing at all.
I can pick it up but it is as if the range is 1 pixel on the screen and virtually impossible to get the unit to walk over the correct spot. Takes like 10 seconds of trying. I want it so if I right click then it walks up to it and gets it straight away.
Any help on these 2 problems would be GREATLY appreciated.
Thanks
For your 1st issue, you need to go to ALL of the units' actor and edit : UI: Life Armor Icon. Select the Icon that you want for all of them and there shouldnt be any issue. For the Attacking Icon, its under the units' weapons which says UI: Icon.
For your 2nd issue, don't change the cast start time. What you need to change is the Ability: Auto Cast Range. I assume that this is what the tutorial meant.
Thanks you, although regarding 2nd issue. I cant see a Ability: Auto Cast Range. The only things i see under ability are Commands, target filters and uninterruptible (which drops to appraoch, prepare, cast, channel and finish)
There is an Effect: Effect Range (and its defaulted at 0(min) and 500(max)
It was disabled, thank you so much!! It was actually Ability Arc which was set on 0 (tutorial says make it 360) that was my problem. But seeing as I couldn't find that option i didn't change it. All sorted now.
One more question, not data related but incase someone knows the answer, will save opening a new thread. Tried searching and googling but nothing. Is there a way to merge doodads? I know with regions you select them all and press 0 on numpad and it combines them. I want to do this with the doodads because I have layed out all this pipe and adjusted te rotation on each one to get them to all sit flush. but now I cant rotate the whole piece cause it rotates it all against their own center axis.
Hi.
First: So I have a Unit in my game who can morph between different forms. A custom Dark templar, Custom Zealot, custom ghost and a predator. Now down in the bottom center UI (left of portrait) where it shows the little icons like attack/shield and defence. These don't change when I morph units properly. If I go to predator the attaack and shield disapears (cause he doesn't have them) and the armour changes from the protoss sign to the terran armour one.
He starts of as DT and attack is the warp blades and so on 45 damage, armour is 3 and all that. but these stay for the zealot and ranged form as well. The health and energy and anme and type all changes, just not these little icons. Sorry about the bad explanation.
Second: Following this tutorial Your text to link here... I made some power ups. Now they all work properly and like they should but I can basically not pick them up. He set it to .1 in the effect autocast range and stats range. He said to change that if you dont want to walk over it. Now I have tried changing stats range to 1, 10 and even 50 and then as for effect autocast range the new editor doesn't have this. I used Stats: Cast start time (looks closest) and ive matched that with stats:range and tried the numbers listed above and nothing at all.
I can pick it up but it is as if the range is 1 pixel on the screen and virtually impossible to get the unit to walk over the correct spot. Takes like 10 seconds of trying. I want it so if I right click then it walks up to it and gets it straight away.
Any help on these 2 problems would be GREATLY appreciated. Thanks
For your 1st issue, you need to go to ALL of the units' actor and edit : UI: Life Armor Icon. Select the Icon that you want for all of them and there shouldnt be any issue. For the Attacking Icon, its under the units' weapons which says UI: Icon.
For your 2nd issue, don't change the cast start time. What you need to change is the Ability: Auto Cast Range. I assume that this is what the tutorial meant.
@onslaughtbear: Go
Thanks you, although regarding 2nd issue. I cant see a Ability: Auto Cast Range. The only things i see under ability are Commands, target filters and uninterruptible (which drops to appraoch, prepare, cast, channel and finish)
There is an Effect: Effect Range (and its defaulted at 0(min) and 500(max)
@Nicholas68: Go
Do you have advanced fields disabled perhaps? Check the orange buttons on top, one of them hides a lot of fields
@TheAlmaity: Go
It was disabled, thank you so much!! It was actually Ability Arc which was set on 0 (tutorial says make it 360) that was my problem. But seeing as I couldn't find that option i didn't change it. All sorted now.
One more question, not data related but incase someone knows the answer, will save opening a new thread. Tried searching and googling but nothing. Is there a way to merge doodads? I know with regions you select them all and press 0 on numpad and it combines them. I want to do this with the doodads because I have layed out all this pipe and adjusted te rotation on each one to get them to all sit flush. but now I cant rotate the whole piece cause it rotates it all against their own center axis.
Thanks once again. Newbie map make here ;)
In that case make a custom doodad actor and have everything attached as an attachment Model actor at a specified offset.
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Ok, will see if I can work that out and have a go at it, one last question.
Is there a way to disable fog of war so I can see everything? Will make testing a lot easier.
Make a "create revealer" action in map init in the trigger editor.
@Neonsz: Go
Thank you