So Query Response is an actor type in the editor. But I don't see any connection between query response and any of the refinaries. Could you specify it abit more?
How can I hide or remove the neutral vespene geyser when a refinary is build on it. But afterwards able to put the vespene geyser back when the building is killed.
I'm trying to figure out how to do it with events but they are different actors. So I'm not sure if I need to use event macro in that case and if so how that works.
I still need to rename all the parts of your harvester system and duplicate it 2 more times (since I have 3 different factions). Still need to test if there are no issues but I think it should work out fine...
Above the command center you have a harverster counter that tells you how many harversters are working etc. Can this work with your harversting system? Or do I have to find a way to hide that than replicate it...
Thanks! Issue resolved I had to make sure"1test nearest depot search" only search for "player" objects with that name.
(Basic) Search: Search Filters Excluded: Ally, Neutral, Enemy
Ok so that works however.. While my own depot is right next to the mineral field it brings it to the enemy depot across the map. The depot has the exact same name so I have to validate it somewhere that it has to be a structure this player owns I suppose and maybe a way so it prioritise the closest depot.
If I were to copy all the behaviors all the validators and effects from your 1test_harvest simulator. And I assign the behaviors just like you did with the marines. Should that work or did I forget something? The reason I ask is cause it doesn't work at all. The unit just sits at the mineral field and has a bunch of buffs before even ordering it to the mineral field. I'm going over it a few times. Comparing yours with mine but don't see what's missing.
Thank you very much ! Is there perhaps another way so I can adjust the amount of workers depending on the faction. Faction A has 5 workers while Faction B only 3?
How can I change the harverster amount for a resource node. (Standard = 3 per mineral node)
"Bypass Resource Queue allows the unit to harvest even if the maximum number of harvesters are already working on that resource unit"
I've found this however this makes it unlimited.
How can I change the maximum number of harvesters from 3 to 5 for example.
Here is what I got on the right is a garage and I want my trained dozer to spawn in there.
I found this under "abilities - train unitnamehere". So I'm guessing source is the center of the model. And target is the rally point. Is it possible to add my own sc2attach or so in 3ds max and let the unit spawn from there?
If not possible what solution would you suggest to let the unit spawn from a custom location?
Hey there, On the screenshot you see a command center and a dozer. But the dozer is able to clip through the building at the corners. I looked through the forums and the art tools documentation on how to prevent this but I can't seem to figure this one out yet.
Goal is simple not allow units to clip through the walls. Perhaps important to say there is a garage on the right side so I'd like them to be still able to spawn from in there and then move out when unit is constructed.
I got the animation already done in 3ds max but I'm wondering how I can make the structure where the unit comes out off force to start an animation that opens a gate. I want to avoid triggers if possible so that it works on multiple maps...
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@DrSuperEvil: Go
Ok Thanks ! I've figured it out I have to add 3 animations (cover start, cover, cover end) so it sinks underground and thus disappears.
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@DrSuperEvil: Go
So Query Response is an actor type in the editor. But I don't see any connection between query response and any of the refinaries. Could you specify it abit more?
0
How can I hide or remove the neutral vespene geyser when a refinary is build on it. But afterwards able to put the vespene geyser back when the building is killed.
I'm trying to figure out how to do it with events but they are different actors. So I'm not sure if I need to use event macro in that case and if so how that works.
0
@DrSuperEvil: Go
I still need to rename all the parts of your harvester system and duplicate it 2 more times (since I have 3 different factions). Still need to test if there are no issues but I think it should work out fine...
Above the command center you have a harverster counter that tells you how many harversters are working etc. Can this work with your harversting system? Or do I have to find a way to hide that than replicate it...
0
Oh I see very nice ! Thanks for making these demo maps helps alot !
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Thanks! Issue resolved I had to make sure"1test nearest depot search" only search for "player" objects with that name. (Basic) Search: Search Filters Excluded: Ally, Neutral, Enemy
0
@DrSuperEvil: Go
Ok so that works however.. While my own depot is right next to the mineral field it brings it to the enemy depot across the map. The depot has the exact same name so I have to validate it somewhere that it has to be a structure this player owns I suppose and maybe a way so it prioritise the closest depot.
0
@DrSuperEvil: Go
If I were to copy all the behaviors all the validators and effects from your 1test_harvest simulator. And I assign the behaviors just like you did with the marines. Should that work or did I forget something? The reason I ask is cause it doesn't work at all. The unit just sits at the mineral field and has a bunch of buffs before even ordering it to the mineral field. I'm going over it a few times. Comparing yours with mine but don't see what's missing.
0
Thank you very much ! Is there perhaps another way so I can adjust the amount of workers depending on the faction. Faction A has 5 workers while Faction B only 3?
0
How can I change the harverster amount for a resource node. (Standard = 3 per mineral node)
"Bypass Resource Queue allows the unit to harvest even if the maximum number of harvesters are already working on that resource unit" I've found this however this makes it unlimited.
How can I change the maximum number of harvesters from 3 to 5 for example.
0
@DrSuperEvil: Go
"Ability: Offset field." I missed that. Still getting used to the editor. Thanks that was what I needed!
0
Here is what I got on the right is a garage and I want my trained dozer to spawn in there.
I found this under "abilities - train unitnamehere". So I'm guessing source is the center of the model. And target is the rally point. Is it possible to add my own sc2attach or so in 3ds max and let the unit spawn from there?
If not possible what solution would you suggest to let the unit spawn from a custom location?
0
@houndofbaskerville: Go
@Alevice: Go
Ow sh*t thanks guys.. A whole new world opened... Footprints hmm never looked into that before. Thanks again !
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Hey there, On the screenshot you see a command center and a dozer. But the dozer is able to clip through the building at the corners. I looked through the forums and the art tools documentation on how to prevent this but I can't seem to figure this one out yet.
Goal is simple not allow units to clip through the walls. Perhaps important to say there is a garage on the right side so I'd like them to be still able to spawn from in there and then move out when unit is constructed.
0
I got the animation already done in 3ds max but I'm wondering how I can make the structure where the unit comes out off force to start an animation that opens a gate. I want to avoid triggers if possible so that it works on multiple maps...