every time I use minerals or gain minerals, I get what looks like a blue text tag with the amount of minerals gained or lost over the triggering unit. how do I disable this. I did not create this with a trigger btw.
I forgot how to hide the weapon and armor on the units ui. I feel like such a noob. I don't know why I forgot or why I can't figure it out again. this is driving me crazy.
I was having trouble getting the actor to work the way I wanted. It wasn't getting triggered properly. It was easier to use triggers to create the model.
I tried using this guide to make placement range indicators, but I couldn't figure it out. is there a better way to do this? if not, could someone explain how to do it the way the guide says to?
Your are going to have to play with the numbers. But do note, the numbers range from -1 to 1. So you will be using decimals to get your rotation right. From what im guessing you want to focus on Z, that should set your angle. However you will have to play around with X and Y but I would start with Z.
That's way to complicated. I ended up just using an actor to create the model and using SOP actor to set the rotation.
I'm using a trigger to attach a model to a unit. there is no actor involved. the model is the firebat flames. The flames are angled slightly up, but I want them to angle down a little bit. is there a way I can fix this?
I ended up trying something other than what you suggested because I have almost no experience with creating custom abilities.
I set up a persistent effect that attacked in the direction the structure is facing. I gave the structure the rally ability and used a trigger to set the facing angle of the structure to the rally position.
Thanks for giving me a good idea of how to set this up :)
The actor type called Site Operation (Offset). Put that in the Hosting - Site Operations - Operations field to change the x,y,z offset of the actor. Read the uberlisk tutorial on this site to see how it is done.
Why don't you just change the height of the model itself? Or create a custom model if needed be with your exact height.
where is the field that changes model height? I looked for it more than once, and all you can do is change the model scale or the actor's scale for the model.
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nothing?
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every time I use minerals or gain minerals, I get what looks like a blue text tag with the amount of minerals gained or lost over the triggering unit. how do I disable this. I did not create this with a trigger btw.
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@Eiviyn: Go
I was able to hide the weapon but not the armor. are you sure thats how you do it? I know it can be done. I did it before.
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I forgot how to hide the weapon and armor on the units ui. I feel like such a noob. I don't know why I forgot or why I can't figure it out again. this is driving me crazy.
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@kmkkmk: Go
Thanks. I thought the guide was talking about an actor type "placement model", not an actor named "placement model".
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bump
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I was having trouble getting the actor to work the way I wanted. It wasn't getting triggered properly. It was easier to use triggers to create the model.
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I tried using this guide to make placement range indicators, but I couldn't figure it out. is there a better way to do this? if not, could someone explain how to do it the way the guide says to?
-Garrett
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That's way to complicated. I ended up just using an actor to create the model and using SOP actor to set the rotation.
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oops, this should be in the triggers section.
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I'm using a trigger to attach a model to a unit. there is no actor involved. the model is the firebat flames. The flames are angled slightly up, but I want them to angle down a little bit. is there a way I can fix this?
-Garrett
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@DrSuperEvil: Go
I ended up trying something other than what you suggested because I have almost no experience with creating custom abilities.
I set up a persistent effect that attacked in the direction the structure is facing. I gave the structure the rally ability and used a trigger to set the facing angle of the structure to the rally position.
Thanks for giving me a good idea of how to set this up :)
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how do I set up the point that it should attack based on where the player selects?
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That solved it. Thank you.
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where is the field that changes model height? I looked for it more than once, and all you can do is change the model scale or the actor's scale for the model.
Offset SOp? Never heard of that. can you explain what that is?
I don't want to change the height field for the unit because I'm trying to change a model that I attached to the unit, not the actual unit model.
I was hoping to avoid using a timer event. it seems like there should be an easier way to do this.
-Garrett