The simplest way would simply be to give the host unit an additional weapon in which you've changed the action actor so that the launch location is the same location as the attached model.
If none of that sounds familiar to you, you should probably start with some simpler topics first. :)
Then make the first damage effect do no damage and set its flags not to activate damage responses. Then simply add the damage from the first effect to the trigger damage.
I guarantee you that it is a better way to do it than catalog triggers... I could teach you how to do those but it's such a bad idea that I won't. :/
I do not recommend using the catalog actions for this.
Use the trigger action "Environment - Damage Unit (From Unit)". It allows you to specify which effect will do the damage and also a bonus damage amount in which you can put your attribute percent calculation.
Well, I tried changing the color and render type values to no avail.
The problem could be that unlike the original console models, these ones are inside of frames inside of the console panel. I have no idea if it's true, just a guess. If it is the case then the solution would be to move the new models directly into the console panel modification and hook up every model.
There's a field for selection circle offset somewhere on the model data. Set the offset to some large values like 500. You'll never see it.
For removing the move markers, I believe that is a player option somewhere. You can use the trigger action "override player option" to force those to be hidden. I believe it might be called current order indicator or something of the like.
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@Skitto: Go
The simplest way would simply be to give the host unit an additional weapon in which you've changed the action actor so that the launch location is the same location as the attached model.
If none of that sounds familiar to you, you should probably start with some simpler topics first. :)
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@TyaStarcraft: Go
I'm pretty sure it's a simple task to increase the frequency of the terrain texture tiling. That would solve the blurry texture problem.
Edit: Yeah, simply change the tiling frequency on your terrain type.
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@TheSC2Maniac: Go
Then make the first damage effect do no damage and set its flags not to activate damage responses. Then simply add the damage from the first effect to the trigger damage.
I guarantee you that it is a better way to do it than catalog triggers... I could teach you how to do those but it's such a bad idea that I won't. :/
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I do not recommend using the catalog actions for this.
Use the trigger action "Environment - Damage Unit (From Unit)". It allows you to specify which effect will do the damage and also a bonus damage amount in which you can put your attribute percent calculation.
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Edit: Thread closed.
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Edit: Thread closed.
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Well, I tried changing the color and render type values to no avail.
The problem could be that unlike the original console models, these ones are inside of frames inside of the console panel. I have no idea if it's true, just a guess. If it is the case then the solution would be to move the new models directly into the console panel modification and hook up every model.
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@bigredalpha: Go
That's normal. If you want it not to do that then you have to check "Transient" in the ability flags.
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@bigredalpha: Go
What effect have you put on the ability?
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@DeepCover187: Go
Use the trigger action UI - Enable/Disable Command Type with an option of Smart Click.
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@EchoedRequiem: Go
What do you mean by unit tag?
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@Beeperdp: Go
You have no reason to be using a data table for this. Make a global variable for it.
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@DeepCover187: Go
I described a solution for the move marker in the previous post.
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@DeepCover187: Go
There's a field for selection circle offset somewhere on the model data. Set the offset to some large values like 500. You'll never see it.
For removing the move markers, I believe that is a player option somewhere. You can use the trigger action "override player option" to force those to be hidden. I believe it might be called current order indicator or something of the like.
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@lemmy734: Go
You don't need to use triggers, just decrease the camera bounds.
Unless you are really that pressed for space.