an ability that scales the unit size to and 8th (50% in each direction) and doubles the movement speed. I got it to work just that the tiny unit has the same collision box as the big one. I would like to use triggers because I despise actors.
do you like force effects? you could add a periodic buff that creates a search effect with persistant effect with force effect to push units away. the bigger the unit the greater the search area. now the question is, what else is affected by coll size? do you want the big units be blocked on certain spots on the map? (then you would need to push the caster itself away)
It's possible via the action Catalog Field Value Set.
I'm sure there's a tutorial about it somewhere around here, but I'll give you a quick break down. Basically, the catalog actions modify data. Specifically, fields in data.
There are four parameters in the Catalog Field Value Set action. The type of data you're modifying (type; examples: units, effects, weapons), the specific data object in that type (examples: marine, psi storm damage effect, gauss rifle), the area in the object that you're modifying, and the player for whom you're making a change.
It's like an address: [solar systems in the Milky Way] -> [our solar system] -> [Earth] -> [America]
In editor terms: [data type] -> [data object in the data type] -> [the field in the data object you want to change] -> [for which player]
Again:
Milky Way - Data Type - Aka Catalog
Which solar system - Which object of the data type - Aka Entry
The planet in the solar system - The field value in the data type - Aka Field path
Continent - Player
The action looks like this:
Catalog - Set value of [Catalog] [Entry] [Field Path] for player [(player)] to [""]
For changing the radius of a unit:
our data type is unit type, or catalog. Catalog should be Units.
our entry is the unit type. Let's say, marine.
field path is what what we're changing is called. We're changing the radius. This field looks like this: CUnit_MovementRadius So, when you click on the field parameter, you go to CUnit, and then MovementRadius.
for player, just the player you want this to occur for. Keep in mind, only the player's, whom you specify, units will exhibit this change.
and finally, the quotes are where you put the value you want to make it. It's in string form (there's catalog for reals, but who cares). You're just putting it in as a string, so 0.2 or whatever.
Workaround: Make the unit's collision the smallest you want it to get and create several invisible dummy units of varying collision sizes. Depending on the size of the primary unit, have one of the dummy units occupy the same point.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Is it possible?
No. :(
@PillowFort: Go
what exactly do you want to do? maybe there is a workaround
@FunkyUserName: Go
an ability that scales the unit size to and 8th (50% in each direction) and doubles the movement speed. I got it to work just that the tiny unit has the same collision box as the big one. I would like to use triggers because I despise actors.
do you like force effects? you could add a periodic buff that creates a search effect with persistant effect with force effect to push units away. the bigger the unit the greater the search area. now the question is, what else is affected by coll size? do you want the big units be blocked on certain spots on the map? (then you would need to push the caster itself away)
@PillowFort: Go
You can do it for every single unit of a unit type, but not for a unit specifically. Would that work?
I guess that could work, how do you do it?
@FunkyUserName: Go
See, making the unit bigger is the opposite of what I want. The ability shrinks it.
@PillowFort: Go
It's possible via the action Catalog Field Value Set.
I'm sure there's a tutorial about it somewhere around here, but I'll give you a quick break down. Basically, the catalog actions modify data. Specifically, fields in data.
There are four parameters in the Catalog Field Value Set action. The type of data you're modifying (type; examples: units, effects, weapons), the specific data object in that type (examples: marine, psi storm damage effect, gauss rifle), the area in the object that you're modifying, and the player for whom you're making a change.
It's like an address: [solar systems in the Milky Way] -> [our solar system] -> [Earth] -> [America]
In editor terms: [data type] -> [data object in the data type] -> [the field in the data object you want to change] -> [for which player]
Again:
The action looks like this:
For changing the radius of a unit:
Workaround: Make the unit's collision the smallest you want it to get and create several invisible dummy units of varying collision sizes. Depending on the size of the primary unit, have one of the dummy units occupy the same point.