I've created an effect-target ability which causes a Set effect, containing a Teleport and a Create Persistent effect. However when i try to cast it my unit just walks to the target location. The ability also has a 1.5 second casting time which seems to also be ignored. Can anybody help me with this?
Essentially I've created an actor that has and event to Create when a behavior is turned on (the unit is using an effect-instant ability to cast the behavior onto itself), and I want the unit to have this actor attached to it (or on it, in it, or whatever), for the duration of the behavior. Unfortunately i can't get the actor to follow the unit around- it just stays at the point it was created for the duration of the behavior.
I looked under Hosting and the Subject is set to _Selectable already. My actor is a ModelAnimationStyleContinuous.
Can anybody help? I don't want the model to be attached to the unit's head or anything, I just need it to go where the unit goes.
EDIT: Nevermind, got it! I solved this by changing SopAttachHardpoint to SopAttachCenter under Hosting->HostSiteOperations->Operations.
This is kind of an open ended research question, but anyways:
While working in the editor, I noticed that among the tags (like invulnerable, air, missile) there's a "dead" tag.
My question is, what is this tag used for? when units die, do they still exist on the field? is it possible to remove them from the game using triggers? I'm working on a map that contains lots of units, and there are some issues that occur when too many are spawned- I wondered if this could be linked to an amassing of "dead" entities, and if removing them would help.
Hmm, this seems nice actually. I would make it trigger far more often though because most of them should almost always be in motion. Thanks for the help!
I want to create a unit that will wander randomly around the map. Is this possible? If it's a trigger solution, then sorry for posting in the wrong section.
I placed some bridges in my map (castanar small horizontal and vertical). While units can cross them I have noticed that there are some spots where units can't walk on the bridge, they will go around and often get bottlenecked. These spots vary from bridge to bridge even if it's the exact same doodad. Is there any way I can correct this?
Also I can't for the life of me select, move or remove the bridges once I've placed them.
I'm looking to create a dialog with a timer that runs faster than Game Time, at a speed I can define (such as twice as fast as game time)
Is it possible?
I'm looking to have an actor move faster with timescale through an actor event.
However I'm not sure which actor event action to use (Set Actor Time, Set Actor Time Scale, or Set Actor Time Scale (Absolute)), and I don't know what to put in the field for Target or the dropdown menu for Name.
Can anybody help?
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I've created an effect-target ability which causes a Set effect, containing a Teleport and a Create Persistent effect. However when i try to cast it my unit just walks to the target location. The ability also has a 1.5 second casting time which seems to also be ignored. Can anybody help me with this?
0
Essentially I've created an actor that has and event to Create when a behavior is turned on (the unit is using an effect-instant ability to cast the behavior onto itself), and I want the unit to have this actor attached to it (or on it, in it, or whatever), for the duration of the behavior. Unfortunately i can't get the actor to follow the unit around- it just stays at the point it was created for the duration of the behavior.
I looked under Hosting and the Subject is set to _Selectable already. My actor is a ModelAnimationStyleContinuous. Can anybody help? I don't want the model to be attached to the unit's head or anything, I just need it to go where the unit goes.
EDIT: Nevermind, got it! I solved this by changing SopAttachHardpoint to SopAttachCenter under Hosting->HostSiteOperations->Operations.
0
This is kind of an open ended research question, but anyways: While working in the editor, I noticed that among the tags (like invulnerable, air, missile) there's a "dead" tag. My question is, what is this tag used for? when units die, do they still exist on the field? is it possible to remove them from the game using triggers? I'm working on a map that contains lots of units, and there are some issues that occur when too many are spawned- I wondered if this could be linked to an amassing of "dead" entities, and if removing them would help.
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Hmm, this seems nice actually. I would make it trigger far more often though because most of them should almost always be in motion. Thanks for the help!
0
I want to create a unit that will wander randomly around the map. Is this possible? If it's a trigger solution, then sorry for posting in the wrong section.
0
Upload in EU! pls pls pls!
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I placed some bridges in my map (castanar small horizontal and vertical). While units can cross them I have noticed that there are some spots where units can't walk on the bridge, they will go around and often get bottlenecked. These spots vary from bridge to bridge even if it's the exact same doodad. Is there any way I can correct this?
Also I can't for the life of me select, move or remove the bridges once I've placed them.
0
I can't find it, I think they changed the setup after HotS release :/
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I'm looking to create a dialog with a timer that runs faster than Game Time, at a speed I can define (such as twice as fast as game time) Is it possible?
0
I'm looking to have an actor move faster with timescale through an actor event. However I'm not sure which actor event action to use (Set Actor Time, Set Actor Time Scale, or Set Actor Time Scale (Absolute)), and I don't know what to put in the field for Target or the dropdown menu for Name. Can anybody help?