I'm trying to change a special ops ship's height via "change unit height" trigger, but it doesn't seem to have any effect. I set the default value of the units height in the data editor to 1 so it was very close to the ground, and i'm trying to set it at 10 through triggers. Am i using the wrong trigger?
Basically i'm trying to get the Special Ops dropship to take off and land in a cinematic sequence.
i could really use some help. it seems the only way to do it is to changeactor height through an actor trigger, which does it INSTANTLY and not over time so it looks unnatural...any insight as to how i could potentially accomplish this would be nice.
You could try looking at the Loki's lift-off ability, its ability can be used even after first lifting the unit off, and it slowly levitates the unit a bit everytime it is used. Maybe that could help you...
Hey resolve, i'm not sure if anyone helped you but here's how you're going to make a unit fly.
Two different methods;
A ground unit that needs ground pathing, or a flying unit with flying pathing that you don't like the height at the moment.
Step 1; Open the data editor and use the drop down menu to go to the units tab, find your unit.
Step 2; Type height in the right most search bar. 3 selections will show up if you have the correct view settings; UI - Height, UI - Occlusion height, and Unit - Vision Height.
Step 3; Set UI - Height to 3.75 (that is the standard height for flying units) or 1.25 (i find 1.25 looks good for units with ground pathing that should be above the ground. Set UI - Occlusion height to .75 (I have no idea what this does but every meele unit has an occlusion height of .75. Set vision height to 4 if you want it to see over cliffs, set it to 0 if you want it to see until cliffs.
If you need to change pathing type as well you will use the same unit menu to do it, just two additional steps.
Step 1; Search mover. Set mover to air for air pathing, and ground for ground pathing. Very simple.
Step 2; Search collide. Set it to the respective setting, and if you want it to move around burrowed units instead of pathing over them you can also check burrowed.
I think that should solve all your problems, if not PM me because i dont really follow topics well. Hope this helps.
@happy04: Go
Are you trying to make your spec ops unit "land" and then "take" off again?
If you are, you can do this via the data editor by having the unit morph from a "landed" version into a "flying" one. A great reference of this is the terran's Hercules transport unit in the "story campaign" dependencies. Another reference can be seen in how the orbital command can transitions from a ground unit into a flying unit. To do this, duplicate your unit again and follow Happy04's instructions on how to edit UI - Height. Your "landed" version will have a lower UI - height, than your "flying" one). Finally, you will need to link both units to each other via the "morphing" technique. You can use the orbital command again as a reference on how a unit can morph into another unit and then back again.
If you have any additional questions feel free to ask :)
Quote from OneSoga:
EDIT: I was able to do it with a Corruptor on a bare map. Are you sure your unit has all flying flags enabled? What unit did you base it on?
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I based it on the Special Ops Dropship thing.
@happy04 , thanks for all of that effort, but it's already a flying unit. It's the Special Ops Dropship
And yes, sorry i was at work while you guys were posting, but i am trying to get a unit to lift off and "crash" land.
I shall try a few of these methods after i'm done eatin.
I'm trying to change a special ops ship's height via "change unit height" trigger, but it doesn't seem to have any effect. I set the default value of the units height in the data editor to 1 so it was very close to the ground, and i'm trying to set it at 10 through triggers. Am i using the wrong trigger?
Basically i'm trying to get the Special Ops dropship to take off and land in a cinematic sequence.
@ResolveHK:
anyone?
@ResolveHK:
still looking for halp
@ResolveHK:
i could really use some help. it seems the only way to do it is to changeactor height through an actor trigger, which does it INSTANTLY and not over time so it looks unnatural...any insight as to how i could potentially accomplish this would be nice.
EDIT: I was able to do it with a Corruptor on a bare map. Are you sure your unit has all flying flags enabled? What unit did you base it on?
You could try looking at the Loki's lift-off ability, its ability can be used even after first lifting the unit off, and it slowly levitates the unit a bit everytime it is used. Maybe that could help you...
Also, are you sure 10 is really a noticeable height change? I mean, 10 in height is way, way, way smaller than 10 in attack range.
Height 10 is almost enough to put a unit beyond the camera frustum when fully zoomed out. The default height for ranged units is 3.75.
To the OP: make a behavior that changes the height, use triggers to apply behavior.
@RileyStarcraft: Go
Oh, my bad. Guess they changed that from the way WC3 did it. My apologies.
@ResolveHK: Go
Hey resolve, i'm not sure if anyone helped you but here's how you're going to make a unit fly.
Two different methods;
A ground unit that needs ground pathing, or a flying unit with flying pathing that you don't like the height at the moment.
Step 1; Open the data editor and use the drop down menu to go to the units tab, find your unit. Step 2; Type height in the right most search bar. 3 selections will show up if you have the correct view settings; UI - Height, UI - Occlusion height, and Unit - Vision Height. Step 3; Set UI - Height to 3.75 (that is the standard height for flying units) or 1.25 (i find 1.25 looks good for units with ground pathing that should be above the ground. Set UI - Occlusion height to .75 (I have no idea what this does but every meele unit has an occlusion height of .75. Set vision height to 4 if you want it to see over cliffs, set it to 0 if you want it to see until cliffs.
If you need to change pathing type as well you will use the same unit menu to do it, just two additional steps.
Step 1; Search mover. Set mover to air for air pathing, and ground for ground pathing. Very simple. Step 2; Search collide. Set it to the respective setting, and if you want it to move around burrowed units instead of pathing over them you can also check burrowed.
I think that should solve all your problems, if not PM me because i dont really follow topics well. Hope this helps.
@happy04: Go Are you trying to make your spec ops unit "land" and then "take" off again?
If you are, you can do this via the data editor by having the unit morph from a "landed" version into a "flying" one. A great reference of this is the terran's Hercules transport unit in the "story campaign" dependencies. Another reference can be seen in how the orbital command can transitions from a ground unit into a flying unit. To do this, duplicate your unit again and follow Happy04's instructions on how to edit UI - Height. Your "landed" version will have a lower UI - height, than your "flying" one). Finally, you will need to link both units to each other via the "morphing" technique. You can use the orbital command again as a reference on how a unit can morph into another unit and then back again.
If you have any additional questions feel free to ask :)
Quote from OneSoga:
EDIT: I was able to do it with a Corruptor on a bare map. Are you sure your unit has all flying flags enabled? What unit did you base it on?
----
I based it on the Special Ops Dropship thing.
@happy04 , thanks for all of that effort, but it's already a flying unit. It's the Special Ops Dropship
And yes, sorry i was at work while you guys were posting, but i am trying to get a unit to lift off and "crash" land.
I shall try a few of these methods after i'm done eatin.