[Solved]1.)Is it possible to prevent a unit's energy/health bar from showing while still allowing the unit to be selectable? Unfortunately disabling the UI doesn't achieve this.
2.)Is there a way to disable unit collision with triggers? I've searched through everything... I imagine its possible with the right behavior, but I have no idea what that would be.
1.) Through the use of the "Set Unit State" action in triggers, you can turn a unit's status bar state to "off". This will allow the unit to be selectable, but won't show its status bar when moused over or selected.
2.) I haven't yet found a way to do this, though I've been searching for a solution.
For #1, you can also do that in the Actor's "status bar flags", where you can specify which status bars are shown (duration, energy, etc). By swapping out actors you could change these on the fly.
For #2, try creating a behavior with "Modification - State Flags" : Suppress Collision, and add that behavior to units. If that doesn't work, there might be another field somewhere in Effects or Behaviors that can change a unit's "Mover", and you could create a custom mover that doesn't collide with anything.
Thanks. I have a new problem now. My unit projectiles try to move around cliffs / doodads, is there a way to keep them moving in a straight line?
Either make the unit a flying unit so it can just pass over all obstacles (if you keep the unit height down it won't look like it's flying) or you have to trigger the movement by periodically changing the projectiles position.
Well what most of us are looking for is a way to turn off an existing units collision so it can temporarly pass through something and then be turned back on later. This was easy in wc3 not sure how we do in sc2 ....
I did figure out a way to do it for the entire unit type however.
Catalog - Set value of Units X "Radius" for player 1 to "0"
[Solved]1.)Is it possible to prevent a unit's energy/health bar from showing while still allowing the unit to be selectable? Unfortunately disabling the UI doesn't achieve this.
2.)Is there a way to disable unit collision with triggers? I've searched through everything... I imagine its possible with the right behavior, but I have no idea what that would be.
1.) Through the use of the "Set Unit State" action in triggers, you can turn a unit's status bar state to "off". This will allow the unit to be selectable, but won't show its status bar when moused over or selected.
2.) I haven't yet found a way to do this, though I've been searching for a solution.
@Zeldukes: Go
Thanks. I have a new problem now. My unit projectiles try to move around cliffs / doodads, is there a way to keep them moving in a straight line?
@Seity: Go
For #1, you can also do that in the Actor's "status bar flags", where you can specify which status bars are shown (duration, energy, etc). By swapping out actors you could change these on the fly.
For #2, try creating a behavior with "Modification - State Flags" : Suppress Collision, and add that behavior to units. If that doesn't work, there might be another field somewhere in Effects or Behaviors that can change a unit's "Mover", and you could create a custom mover that doesn't collide with anything.
Either make the unit a flying unit so it can just pass over all obstacles (if you keep the unit height down it won't look like it's flying) or you have to trigger the movement by periodically changing the projectiles position.
Well what most of us are looking for is a way to turn off an existing units collision so it can temporarly pass through something and then be turned back on later. This was easy in wc3 not sure how we do in sc2 ....
I did figure out a way to do it for the entire unit type however.
Catalog - Set value of Units X "Radius" for player 1 to "0"
Where X is the id of your unit.