but the solution stated of raising or lowering the height didn't work for me at all, anyone have ideas for this? I might need to make a trigger that searches for the nearest non water point and pops the item there.
EDIT: Nevermind, I fixed it by giving the unit actors of every item the SoP Water Plane site operator.
This makes floating items, but it's totally fine. They can be grabbed and work properly now
Hey I have a couple morph units, and their animations seem to be stuck in the idle upon swapping back. So if they should be walking, they are instead dancing, or jumping, or whatever they do when they're bored.
Any ideas how to fix this? I can't seem to get it to inherit the proper animation.
Hey guys, when selecting a group the default colouring for the wireframes is green, then as their hp lowers it turns to yellow then red.
Is there a way to change this? I seem to be able to change the colour of the life bar in the actors tab but I cant find an option to change the colour of the group image
I want to make the full hp colour white so that it doesn't saturize till their hp starts dropping
Hey guys I want to use the clan flag model to display custom decals in game, but I can't seem to find the correct path for the texture select by id method in order to swap between these decals, anyone happen to know?
Hey guys, I made a bunch of texts via variables and set up the colours/styles of them, however, when I try to apply the variable via trigger, the dialog doesn't inherit the style and colours of the text, just the string value.
Is there a way to be able to store colored/styled text in variables and load them properly when setting in triggers?
I created a basic morph ability, that now breaks the game. I have made several other morphs with no problems, but for some reason this character breaks it, I'm using the demon hunter model and trying to just apply the anim group alternate on morph, however, it doesnt get that far. It seems the moment it switches to the new unit, it crashes the game. I can change the delay on the morph to take longer, but it will crash without fail after that duration.
EDIT: I think my best option is a pseudo-morph that just applies a behavior and replaces abilities / stats on application
Hey guys, I have a behavior that constantly launches a sear effect from the caster at a 135 arc "from it's facing" but it doesn't seem to be able to get facing, it just constantly launches toward world position 270 degrees (south) all the time, no matter which way the unit is facing.
My idea is to have a search that finds targets, then applies a search launched from that target unit with the offset of like, y; 1.5, that applies a buff only used by the casting ability that validates the second half of it?
Like maybe a quickfire persistent?
Anyone make this work decently and willing to share some insight?
Edit: this idea worked, 10/10 would data again.
I made the caster launch a .1s duration with an initial search that will create a persistent at the target unit, that launches a second search offset from the targets facing of y:3, the second search applies a behavior to the casting unit. Then the caster's persistent expires firing a second search that fires a switch effect which checks for the behavior on casting unit, if so, do something, if not, do something else.
This method allows me to check if the caster is behind the facing of the target all through data.
yeah thats what I did but for some reason it keeps losing the caster point, I tried setting it to source and origin and all those things. The initial persist can search at cast point and send to targ point but can't seem to do the reverse, from targ to cast. The search for the target point back to cast kept launching and sending from the target point to the target point instead of the cast point no matter how hard I tried. I don't really know why, tried all sorts of combos. Could only make it one-way for some strange reason.
I got it so the ability creates a dummy unit at the target point, and tells the dummy unit to cast the ability right back at the caster, so now it works as intended.
So my goal is to have an ability that targets a point, and creates a persistent that checks the cast area for units, teleporting them to the target area and applying a "no entry" debuff, as well as checks the target point and teleports units to the caster point, also applying the debuff
if the unit has the debuff it won't be teleported
I want this effect to persist for 5 seconds.
I have most of this spell down, but for some reason the persistent seems to lose it's caster point and instead all searches only fire at the target point.
Any ideas on this?
Edit: Made it work, I managed to get a one-way portal going, so I created a dummy unit and an init set effect that creates the dummy at the target point, and orders it to cast another one-way from the target point to the caster point, effectively making a two-way portal
0
Hey I went looking around and this is the closest I could find ; http://www.sc2mapster.com/forums/development/data/86997-items-cant-be-picked/
but the solution stated of raising or lowering the height didn't work for me at all, anyone have ideas for this? I might need to make a trigger that searches for the nearest non water point and pops the item there.
EDIT: Nevermind, I fixed it by giving the unit actors of every item the SoP Water Plane site operator.
This makes floating items, but it's totally fine. They can be grabbed and work properly now
0
Hey I have a couple morph units, and their animations seem to be stuck in the idle upon swapping back. So if they should be walking, they are instead dancing, or jumping, or whatever they do when they're bored.
Any ideas how to fix this? I can't seem to get it to inherit the proper animation.
0
@FunkyUserName: Go
Yeah I went through those and could only find references to status bars, perhaps it can be changed in the UI layout?
0
Hey guys, when selecting a group the default colouring for the wireframes is green, then as their hp lowers it turns to yellow then red.
Is there a way to change this? I seem to be able to change the colour of the life bar in the actors tab but I cant find an option to change the colour of the group image
I want to make the full hp colour white so that it doesn't saturize till their hp starts dropping
0
Hey guys I want to use the clan flag model to display custom decals in game, but I can't seem to find the correct path for the texture select by id method in order to swap between these decals, anyone happen to know?
what's the path / channel for the decal display?
0
Hey guys, I made a bunch of texts via variables and set up the colours/styles of them, however, when I try to apply the variable via trigger, the dialog doesn't inherit the style and colours of the text, just the string value.
Is there a way to be able to store colored/styled text in variables and load them properly when setting in triggers?
0
@killduk: Go
Man I hope this isnt for RTC, I'm fucked.
great work man, looks pretty sick and well polished!
0
@TyaArcade: Go
unfortunately that flag is already unchecked :(
0
I created a basic morph ability, that now breaks the game. I have made several other morphs with no problems, but for some reason this character breaks it, I'm using the demon hunter model and trying to just apply the anim group alternate on morph, however, it doesnt get that far. It seems the moment it switches to the new unit, it crashes the game. I can change the delay on the morph to take longer, but it will crash without fail after that duration.
EDIT: I think my best option is a pseudo-morph that just applies a behavior and replaces abilities / stats on application
0
@ArcaneDurandel: Go
its a search affect with a arc of 135 in it's area, launch and impact point both set to caster
0
Hey guys, I have a behavior that constantly launches a sear effect from the caster at a 135 arc "from it's facing" but it doesn't seem to be able to get facing, it just constantly launches toward world position 270 degrees (south) all the time, no matter which way the unit is facing.
0
@FunkyUserName: Go
is there a validator that will do this? please share
0
I want to make an assassination type ability.
My idea is to have a search that finds targets, then applies a search launched from that target unit with the offset of like, y; 1.5, that applies a buff only used by the casting ability that validates the second half of it?
Like maybe a quickfire persistent?
Anyone make this work decently and willing to share some insight?
Edit: this idea worked, 10/10 would data again.
I made the caster launch a .1s duration with an initial search that will create a persistent at the target unit, that launches a second search offset from the targets facing of y:3, the second search applies a behavior to the casting unit. Then the caster's persistent expires firing a second search that fires a switch effect which checks for the behavior on casting unit, if so, do something, if not, do something else.
This method allows me to check if the caster is behind the facing of the target all through data.
0
@Dorkles: Go
yeah thats what I did but for some reason it keeps losing the caster point, I tried setting it to source and origin and all those things. The initial persist can search at cast point and send to targ point but can't seem to do the reverse, from targ to cast. The search for the target point back to cast kept launching and sending from the target point to the target point instead of the cast point no matter how hard I tried. I don't really know why, tried all sorts of combos. Could only make it one-way for some strange reason.
I got it so the ability creates a dummy unit at the target point, and tells the dummy unit to cast the ability right back at the caster, so now it works as intended.
0
So my goal is to have an ability that targets a point, and creates a persistent that checks the cast area for units, teleporting them to the target area and applying a "no entry" debuff, as well as checks the target point and teleports units to the caster point, also applying the debuff
if the unit has the debuff it won't be teleported
I want this effect to persist for 5 seconds.
I have most of this spell down, but for some reason the persistent seems to lose it's caster point and instead all searches only fire at the target point.
Any ideas on this?
Edit: Made it work, I managed to get a one-way portal going, so I created a dummy unit and an init set effect that creates the dummy at the target point, and orders it to cast another one-way from the target point to the caster point, effectively making a two-way portal