Any chance of getting a test map for this to download. Because i've followed the guide for the warp troopers and they just don't follow the caster unit and I would like to see where I went wrong.
edit*
found out why it wasn't working. It was because I removed the commands from the command card.
I'm looking for a possible way to get a units model via a trigger.
The reason for this is for a custom boss bar i'm creating which displays values over the 524k limit and i'm wanting to place the unit's portrait (with animations) on it.
If this isn't possible then I would have to preset variables to the models required but I would like to do this on the fly as things progress boss models will change and I don't want to be rooting through variables changing models to suit.
I've dug into the game models and found the ui elements.
Under
Assets -> Ui -> Console
You will find 3 folders, Protos, Terran, Zerg
Each one of those contains 3 models (Left, Center and Right) for the ui's main bar.
You can change the models by exporting the one you want and re-importing it as the name of the file you want to replace... Just remember when importing to make sure it is in the right place in the importer... If not just right click the file and tell it to move and type in its location.
Assets/Ui/Console/Protos/ConsoleProtos For Protos
Assets/Ui/Console/Terran/ConsoleTerran For Terran
Assets/Ui/Console/Zerg/ConsoleZerg For Zerg
Now it's just hiding the buttons and making the hotkeys still work
Because if your the only one testing it at the moment as player 1 with no neutral players ( 0 ) then it will work. But if you add in a neutral player it will try to do all the code to player 0 and not yourself.
However i've made the function (action) of creating the units exactly besides the point of where the unit spawns, linked it to a keypress and it functions without fail.
I assume the Setpoints sets up crucial info for the waves and the spawning of the builder? A picture of those would be nice.
now the units can shoot out, but they only do it once the vehicle stops, furthermore the "attack" button is disabled while the vehicle moves
any thoughts what might be causing this?
The allowed movement on the units weapons. The only unit which can move and shoot at the same time is a Diamondback from the train mission and it has a tag called Weapon - Allowed Movement.
This should fix the apc's attack while it moves... If it does it for the occupants then added bonus.
Edit*
just noticed the apc doesnt have a weapon so I might give it one with melee range and 0 damage to see if it works
What you need to do is look at behaviors. The marauder uses a aoe slow behavior when the concussion upgrade is researched.
You can duplicate this and change some other settings like attack speed etc.
you create a effect as a apply behavior and link it to the newly made behavior.
This has to be linked into a set so you can have a beam or something like the cryocopter from red alert 3 (look at medivac for some info on applying sets and shit)
Imo you could look at the concussion upgrade for the marauder and link it into a weapon like the void ray which increases over time. This has me interested and will be looking into this further.
Around the area where you change the scale like HatTruck mentioned there should be some offsets (in the create persistant to be exact). These offsets are the distances it starts to render the flame from the turret and can be changed to make the flame reach its destination without too much overflame.
I've had some fun making my own version of the perdition turret for a turret defence game and ran into a few issues with the above and a few extras where the flame just randomly decides to stop functioning (but it kept doing damage) which I solved by editing the effectexecuteindex of the attackbeam to 1 in the events
0
Any chance of getting a test map for this to download. Because i've followed the guide for the warp troopers and they just don't follow the caster unit and I would like to see where I went wrong.
found out why it wasn't working. It was because I removed the commands from the command card.
0
I'm looking for a possible way to get a units model via a trigger.
The reason for this is for a custom boss bar i'm creating which displays values over the 524k limit and i'm wanting to place the unit's portrait (with animations) on it.
If this isn't possible then I would have to preset variables to the models required but I would like to do this on the fly as things progress boss models will change and I don't want to be rooting through variables changing models to suit.
Anyone got any ideas?
0
Camera - Lock camera mouse relative mode On for player (Triggering player)
Camera - Lock camera mouse relative mode Off for player (Triggering player)
have both in a trigger on mouse click
0
If you've played his retribution td you will know.
Anyways http:www.sc2mapster.com/assets/hp-above-520k/files/2-hp-above-520k-v0-1/
Something I wipped up in around 30 mins, also posted this on your retribution td comments.
0
Models Models Models.
I've dug into the game models and found the ui elements.
Under
Assets -> Ui -> Console
You will find 3 folders, Protos, Terran, Zerg
Each one of those contains 3 models (Left, Center and Right) for the ui's main bar.
You can change the models by exporting the one you want and re-importing it as the name of the file you want to replace... Just remember when importing to make sure it is in the right place in the importer... If not just right click the file and tell it to move and type in its location.
Assets/Ui/Console/Protos/ConsoleProtos For Protos
Assets/Ui/Console/Terran/ConsoleTerran For Terran
Assets/Ui/Console/Zerg/ConsoleZerg For Zerg
Now it's just hiding the buttons and making the hotkeys still work
0
Offsets again... Change the Z value
0
@EFoG: Go
Because if your the only one testing it at the moment as player 1 with no neutral players ( 0 ) then it will work. But if you add in a neutral player it will try to do all the code to player 0 and not yourself.
However i've made the function (action) of creating the units exactly besides the point of where the unit spawns, linked it to a keypress and it functions without fail.
I assume the Setpoints sets up crucial info for the waves and the spawning of the builder? A picture of those would be nice.
0
ive just attached the getplayerid function you've wrote to a debug message and it always pulls the lowest player character.. It doesn't cycle.
0
Ignore this im talking bollocks and making myself look a fool
0
are you using picked player as the player value or triggering player?
also some more info on this trigger would be nice (pictures / map file)
0
@shardfenix: Go
I mentioned this in the other topic which was linked
0
The allowed movement on the units weapons. The only unit which can move and shoot at the same time is a Diamondback from the train mission and it has a tag called Weapon - Allowed Movement.
This should fix the apc's attack while it moves... If it does it for the occupants then added bonus.
just noticed the apc doesnt have a weapon so I might give it one with melee range and 0 damage to see if it works
Edit2**
The above does not work
0
Found it...
What you need to do is look at behaviors. The marauder uses a aoe slow behavior when the concussion upgrade is researched.
You can duplicate this and change some other settings like attack speed etc.
you create a effect as a apply behavior and link it to the newly made behavior.
This has to be linked into a set so you can have a beam or something like the cryocopter from red alert 3 (look at medivac for some info on applying sets and shit)
0
Imo you could look at the concussion upgrade for the marauder and link it into a weapon like the void ray which increases over time. This has me interested and will be looking into this further.
0
Around the area where you change the scale like HatTruck mentioned there should be some offsets (in the create persistant to be exact). These offsets are the distances it starts to render the flame from the turret and can be changed to make the flame reach its destination without too much overflame.
I've had some fun making my own version of the perdition turret for a turret defence game and ran into a few issues with the above and a few extras where the flame just randomly decides to stop functioning (but it kept doing damage) which I solved by editing the effectexecuteindex of the attackbeam to 1 in the events