Ah that's pretty useful. I looked at the map and tested to see if the same issue came up with respect to "Set Dialog Item Submenu", and it turns out that it too defaults to the default Submenu the moment you click any unit. Is this normal? I ask because the ability in question I'm trying to create with triggers is a Teleport ability, so it needs to be cast from the actual caster who will be teleported, rather than via an external caster like the Spear of Adun.
How would I go about making an ability button (via dialogs) that issues an ability that is also targetable?
I saw this thread, and tried to use the "Set Targeting Order" action to get the desired effect, but no targeting reticle ever shows up (and by that extension, the ability doesn't work either).
I also saw this thread, and tried to use Command Card dialogs with Submenus to get the desired effect, but this too had major glitches (mainly, couldn't get anything other than the default submenu to show up).
There are no guides on this, as far as I'm concerned, so I'm a bit lost as to what to do. Any pointers?
Update to this, I haphazardly came across the solution to this problem. Turns out that Missile Actors cannot seem to cope with clickable Doodads (especially those that adjust terrain height), but Unit Actors can. After converting all my Missile Actors into Unit Actors, there are no more issues.
Certain models don't respond very well to normal radius' for search areas. If they are more rectangular in shape you can end up with parts of a model that don't register when inside a search area.
What do you mean by "leak related lag" by using the Modify Player effect? Does this also happen by issuing orders to Research an upgrade? I do plan on using this quite a lot.
Just observed that when I put a Pathing Footprint on a Unit, behaviours are no longer able to increase/decrease/modify movement speed in any shape, way or form on that unit. Only its default movement speed (given in Units) will apply. This poses a problem for my map as I need units to move at varying speeds based on a behaviour simulating thrusters to gain/lose momentum.
Is there a workaround for this? I'm guessing that giving the units Upgrades that set the unit's base speed on a whim might work, but that's not nearly as elegant a solution.
Welp, I have no idea why but after messing around with the orientation and positioning of the doodads, I found that placing them closer to the edges of my map completely fixed the issue. I suppose I will call this case resolved, although hats off to anyone who can figure out why the positioning mattered here anyway.
It was not checked, but after enabling it the problem persists. I tried playing around with the pathing flags on the missile mover but none seem to change anything. Again, I'm inclined to believe this is more likely a problem with the doodad than the missile itself, considering that abilities work as intended 50% of the time (top and right doodads), and doesn't the other 50%.
Furthermore, as I mentioned in my first post, you can clearly see that the targeting circle's behaviour changes on the doodads that glitch out. For the ones that work as intended, the targeting circle appears on the ground plane (base height), whereas the ones that glitch appear at doodad height (way above ground height).
I created walls around my map to allow for targeting with abilities in 3D space without the need for tracelines. These walls are Doodad type actors (made extra large to cover an entire side of the map) that are clickable by mouse.
That being said, I've come across a weird bug with them. If I use an ability and target the walls on the Top or Right sides of the map, everything works as intended. The Bottom and Left sides of the map, however, result in the missile traveling to the top of the Doodad (you can see it in the video below, when my mouse click registers) regardless of where I aim, even though the Impact actor registers perfectly fine where it should.
So I'm assuming its impossible to link magazine abilities with just charge links. I just used some modify effects with appropriate validators to get the results I wanted.
All I'm trying to do is have a fighter count appear on the button to launch my ammo units (it's an Ability - Target), just like having the Arm Magazine on my command card. I thought I could link the charges on the Arm Magazine with my Launch ability, but that doesn't seem to work.
What would be the most efficient way to go about doing this?
Alright so my initial train of thought was correct, but it turns out I had to configure my Effect - Issue Order command a bit differently than I normally do for it to work. Basically rather than having the Issue Order'sUnit be executed by the Caster, I set it to Target, and specified the Target of the Issue Order to the initial effect of my ability. I guess the Iterate Magazine effects configure their targets differently than persistents or search areas. Picture attached, for anyone interested.
This makes it so you can issue orders to units in a magazine, independent of the Parent Unit's current attack order (in Conjunction with disabling the Retarget flag in Ability - Magazine and setting Info - Manage to Ignore)
You can't issue an order to a magazine unit without a Iterate Magazine ability, is the simple answer. Setting up a Set effect that Issues an order to attack a target point issues the said order to the Unit casting the ability, not the Magazine units inside it.
I'd like to know why my current setup for my magazine does not work as intended.
I currently have a Unit that launches fighters (in a Magazine) at a point (using an Ability - Target). This ability should also be able to redirect all external fighters to a new attack point when the Ability is re-issued.
The Ability's Effect tree is currently set up as:
Switch:
Into Iterate Magazine:
Into Issue Order (Attack):
And the result is this:
The fighters attack the last spawned fighter, rather than the new attack point.
Now, I have already figured out a way to get the desired effect via triggers (Ability used -> Issue Order to Unit Group), so I know this can be done. I'm just wondering what I messed up with my Iterate Magazine/Issue Order effect that makes the fighters behave this way.
0
In reply to MaskedImposter:
0
Hello, simple question for ya'll:
How would I go about making an ability button (via dialogs) that issues an ability that is also targetable?
I saw this thread, and tried to use the "Set Targeting Order" action to get the desired effect, but no targeting reticle ever shows up (and by that extension, the ability doesn't work either).
I also saw this thread, and tried to use Command Card dialogs with Submenus to get the desired effect, but this too had major glitches (mainly, couldn't get anything other than the default submenu to show up).
There are no guides on this, as far as I'm concerned, so I'm a bit lost as to what to do. Any pointers?
0
Update to this, I haphazardly came across the solution to this problem. Turns out that Missile Actors cannot seem to cope with clickable Doodads (especially those that adjust terrain height), but Unit Actors can. After converting all my Missile Actors into Unit Actors, there are no more issues.
0
Certain models don't respond very well to normal radius' for search areas. If they are more rectangular in shape you can end up with parts of a model that don't register when inside a search area.
What do you mean by "leak related lag" by using the Modify Player effect? Does this also happen by issuing orders to Research an upgrade? I do plan on using this quite a lot.
0
Hello again,
Just observed that when I put a Pathing Footprint on a Unit, behaviours are no longer able to increase/decrease/modify movement speed in any shape, way or form on that unit. Only its default movement speed (given in Units) will apply. This poses a problem for my map as I need units to move at varying speeds based on a behaviour simulating thrusters to gain/lose momentum.
Is there a workaround for this? I'm guessing that giving the units Upgrades that set the unit's base speed on a whim might work, but that's not nearly as elegant a solution.
0
Welp, I have no idea why but after messing around with the orientation and positioning of the doodads, I found that placing them closer to the edges of my map completely fixed the issue. I suppose I will call this case resolved, although hats off to anyone who can figure out why the positioning mattered here anyway.
0
It was not checked, but after enabling it the problem persists. I tried playing around with the pathing flags on the missile mover but none seem to change anything. Again, I'm inclined to believe this is more likely a problem with the doodad than the missile itself, considering that abilities work as intended 50% of the time (top and right doodads), and doesn't the other 50%.
Furthermore, as I mentioned in my first post, you can clearly see that the targeting circle's behaviour changes on the doodads that glitch out. For the ones that work as intended, the targeting circle appears on the ground plane (base height), whereas the ones that glitch appear at doodad height (way above ground height).
Base height (working as intended)
Doodad height (not working as intended)
0
Just tested with beams, it does not do this. This is a missile (or doodad) issue only.
Still can't pinpoint the problem though...
0
Hello,
I created walls around my map to allow for targeting with abilities in 3D space without the need for tracelines. These walls are Doodad type actors (made extra large to cover an entire side of the map) that are clickable by mouse.
That being said, I've come across a weird bug with them. If I use an ability and target the walls on the Top or Right sides of the map, everything works as intended. The Bottom and Left sides of the map, however, result in the missile traveling to the top of the Doodad (you can see it in the video below, when my mouse click registers) regardless of where I aim, even though the Impact actor registers perfectly fine where it should.
Any ideas on how to fix this?
Video demo below:
0
So I'm assuming its impossible to link magazine abilities with just charge links. I just used some modify effects with appropriate validators to get the results I wanted.
0
Yes, ability costs below:
Ability Target (Launch)
Arm Magazine
0
*EDITED THE ISSUE*
All I'm trying to do is have a fighter count appear on the button to launch my ammo units (it's an Ability - Target), just like having the Arm Magazine on my command card. I thought I could link the charges on the Arm Magazine with my Launch ability, but that doesn't seem to work.
What would be the most efficient way to go about doing this?
0
Alright so my initial train of thought was correct, but it turns out I had to configure my Effect - Issue Order command a bit differently than I normally do for it to work. Basically rather than having the Issue Order's Unit be executed by the Caster, I set it to Target, and specified the Target of the Issue Order to the initial effect of my ability. I guess the Iterate Magazine effects configure their targets differently than persistents or search areas. Picture attached, for anyone interested.
This makes it so you can issue orders to units in a magazine, independent of the Parent Unit's current attack order (in Conjunction with disabling the Retarget flag in Ability - Magazine and setting Info - Manage to Ignore)
0
You can't issue an order to a magazine unit without a Iterate Magazine ability, is the simple answer. Setting up a Set effect that Issues an order to attack a target point issues the said order to the Unit casting the ability, not the Magazine units inside it.
0
Hello,
I'd like to know why my current setup for my magazine does not work as intended.
I currently have a Unit that launches fighters (in a Magazine) at a point (using an Ability - Target). This ability should also be able to redirect all external fighters to a new attack point when the Ability is re-issued.
The Ability's Effect tree is currently set up as:
Switch:
Into Iterate Magazine:
Into Issue Order (Attack):
And the result is this:
The fighters attack the last spawned fighter, rather than the new attack point.
Now, I have already figured out a way to get the desired effect via triggers (Ability used -> Issue Order to Unit Group), so I know this can be done. I'm just wondering what I messed up with my Iterate Magazine/Issue Order effect that makes the fighters behave this way.