@ezbeats:
Ack, deleted my post before seeing your response :P
Found the answer: Uncheck "Re-executable" under "Stats - Flags" on the ability
My original question: I've got a channeling auto cast ability set up and good to go, but I'd like to disable unit chasing for the caster. E.g., the casting unit will chase after the unit it's auto casting on for a good 15-20 units before giving up.
So far I've tweaked most of the ability flags and fields with no success. Particularly: unchecking "Allow Movement" and "Chase" don't seem to do it. I'm pretty sure I'm just missing something though :P
Your best bet is to copy the raw XML data around (save the map as "SC2Components" so it's extracted into multiple files) - it's still a painful process, but slightly less annoying.
Alternatively, if you are making multiple maps that all are based on similar behaviors/triggers/units/whatnot, you should consider making a mod that defines all your common data, and then have each map depend on it
I think you'd be fine implementing it as a single label-type dialog item: as events occur, grab the current text of the label, add a new line and the event description, and once you go over x lines, trim off previous ones. Alternatively, just store your events as an array of text entries and re-create the label's text each time an event occurs
Are you applying both site operations to the actor? ("SOpAttachHead YourOffsetSOp"). Can't verify atm, but I'm pretty sure the attachments work together. Maybe the order that they're specified in matters, too
Try creating a 0 sec timer on actor creation, and set the height when the timer expires. A few values seem to be overwritten just *after* unit birth/actor creation, which is rather annoying.
this is really possible? cause in gui its impossible to create an array with size of an int variable, there you must enter specific values, what really sucks.
Yeah, as long as you're using a const int, it can be referenced for an array size in raw galaxy
Make sure the subject in "Host - Host +" points to an alias on your unit's actor (probably _Unit or _Selectable), and set the site operation "Host - Site Operations +" to attach it to the right location on your model - SOpAttachOrigin is probably what you want
For each attachment, you need to create a new actor of type model (you probably want to inherit from ModelAddition):
Make sure that the hosting alias is set to an alias that your unit's main actor defines (usually _Unit or _Selectable). Set the hosting site operation to where you want the model attach SOpAttachTarget, etc. Tweak the rest of the model actor as you like
Finally, you need an event that creates the model appropriately. If it's specific to a given unit, it usually makes sense to have the model create its self when your unit births:
In the model actor's events
UnitBirth.<UnitName>
Create
If it's something you want to use on several units, have each unit create it. In the unit's primary actor:
It's honestly pretty annoying to deal with script inside the editor due to the need to wrap them in custom script actions. You might want to consider saving your map as a "SC2Components" based map (e.g., everything is extracted into a folder for you to freely edit), and then include your scripts via a custom script tag using the method s3rius mentions.
I had whipped up a quick example map showing this a bit back, take a look and see if that works for you:
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@ezbeats:
Ack, deleted my post before seeing your response :P
Found the answer: Uncheck "Re-executable" under "Stats - Flags" on the ability
My original question:
I've got a channeling auto cast ability set up and good to go, but I'd like to disable unit chasing for the caster. E.g., the casting unit will chase after the unit it's auto casting on for a good 15-20 units before giving up.
So far I've tweaked most of the ability flags and fields with no success. Particularly: unchecking "Allow Movement" and "Chase" don't seem to do it. I'm pretty sure I'm just missing something though :P
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@progammer: Go
For images of the text styles, take a look at this thread: http://forums.sc2mapster.com/development/tutorials/2017-misc-text-styles-50-done/
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@jmac321wky: Go
Your best bet is to copy the raw XML data around (save the map as "SC2Components" so it's extracted into multiple files) - it's still a painful process, but slightly less annoying.
Alternatively, if you are making multiple maps that all are based on similar behaviors/triggers/units/whatnot, you should consider making a mod that defines all your common data, and then have each map depend on it
0
@Timthetoolman: Go
I think you'd be fine implementing it as a single label-type dialog item: as events occur, grab the current text of the label, add a new line and the event description, and once you go over x lines, trim off previous ones. Alternatively, just store your events as an array of text entries and re-create the label's text each time an event occurs
0
@puritysdisciple: Go
Are you applying both site operations to the actor? ("SOpAttachHead YourOffsetSOp"). Can't verify atm, but I'm pretty sure the attachments work together. Maybe the order that they're specified in matters, too
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@anteevy: Go
Yeah - selections are all actors - you should be set if you create the default ground/air selection actor for your unit.
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@KerenskyLI: Go
Try creating a 0 sec timer on actor creation, and set the height when the timer expires. A few values seem to be overwritten just *after* unit birth/actor creation, which is rather annoying.
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@corwin323: Go
Make sure player 0 is not a "User" or computer type player - the game seems to freak out if so
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@TheOverbob: Go
Make sure you're testing in game, too; the editor doesn't check for behaviors on units when dealing with their actors
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@overload119: Go
I'm seeing the same thing on my end - it seems to be refreshing *all* triggers every time you make even a minor a change
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Yeah, as long as you're using a const int, it can be referenced for an array size in raw galaxy
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Note that you'll lose any localized strings unless you also merge in the text from the locale-specific .txt files in your map
It's a bit of an annoying process :-/
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@Thebillsta: Go
Make sure the subject in "Host - Host +" points to an alias on your unit's actor (probably _Unit or _Selectable), and set the site operation "Host - Site Operations +" to attach it to the right location on your model - SOpAttachOrigin is probably what you want
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@Wanzar: Go
For each attachment, you need to create a new actor of type model (you probably want to inherit from ModelAddition):
Make sure that the hosting alias is set to an alias that your unit's main actor defines (usually _Unit or _Selectable). Set the hosting site operation to where you want the model attach SOpAttachTarget, etc. Tweak the rest of the model actor as you like
Finally, you need an event that creates the model appropriately. If it's specific to a given unit, it usually makes sense to have the model create its self when your unit births:
In the model actor's events UnitBirth.<UnitName> Create
If it's something you want to use on several units, have each unit create it. In the unit's primary actor:
ActorCreate Create <NameOfModelActor>
0
@victor2100: Go
It's honestly pretty annoying to deal with script inside the editor due to the need to wrap them in custom script actions. You might want to consider saving your map as a "SC2Components" based map (e.g., everything is extracted into a folder for you to freely edit), and then include your scripts via a custom script tag using the method s3rius mentions.
I had whipped up a quick example map showing this a bit back, take a look and see if that works for you:
http://nevir.net/sc2/Scripted_Map_Template.zip
Alternatively, take a look at MotiveMe's method for doing this via the import manager:
http://forums.sc2mapster.com/development/tutorials/888-trigger-writing-code-in-pure-galaxy/