well it needs to be for a specific unit not unit type or all units. if i knew which actor handled it i would add selfdestuct events. but CommandUIHarness isnt it.
the only way j can get rid of it is if the unit is not selecred ... at this point I may have to generate a dummy unit that would inheriet all of the parent's stuff which has the bennifect of not being as respinsibe
maybe a little work-around. your tirgger system gives the move order for a direction, you could try changing the distance so big that the players cant see the indicator. I used a WASD movement once in a map and if I remeber correctly there were no indicators....I try checking later, then maybe I can tell you more.
i was thinking about that but it would force to unit to behave oddly as it trys to path the fastest route so when you hit up i could turn completely around and pathe around the bottom to go top.
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I have units that uses WASD via triggers using move orders. I do not want to change this system.
When a unit is selected and WASD used the trigger generates point for the unit to move to. the point is visible to the user, and i dont want it to be.
Under either Gameplay Data or Gameplay UI data types you can select it.
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
well it needs to be for a specific unit not unit type or all units. if i knew which actor handled it i would add selfdestuct events. but CommandUIHarness isnt it.
Even I have not managed to work that one out. From what I can tell it is a model used directly by the game engine (no actors involved).
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
the only work around i can see is to make the unit uncommandable and rebuild the ui for that unit.
You mean waypoint line and circle? You can hide that by changing "UI: Order Display Minimum" (Data/Unit tab)
My turret simulation was able to create a model at the click location for a move/attack ability.
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
@d45z3k: Go
That affects all units i need it to affect individuals which i determine.
That's odd you should check again because it works just fine for me (on single unit)
He doesn't mean that. He means the "Current Order Indicator" from the game options. Not the waypoint when you shift queue commands.
the only way j can get rid of it is if the unit is not selecred ... at this point I may have to generate a dummy unit that would inheriet all of the parent's stuff which has the bennifect of not being as respinsibe
Bump
Double Bump then i let it die slowly..
maybe a little work-around. your tirgger system gives the move order for a direction, you could try changing the distance so big that the players cant see the indicator. I used a WASD movement once in a map and if I remeber correctly there were no indicators....I try checking later, then maybe I can tell you more.
i was thinking about that but it would force to unit to behave oddly as it trys to path the fastest route so when you hit up i could turn completely around and pathe around the bottom to go top.