SUPEREVIL I WANT YOUR BABIES OMG IT BLOODY WORKED! YOU'RE A GENIUS! ARGGGG CANT BELIEVE IT WAS SO SIMPLE :D :D :D YOU SAVED ME SO MUCH TROUBLE! PLZ MARK AS SOLVED!
Apologies for caps but I've been stuck on this for about 10 hours!
I've given it ago. Just to be safe I've tried this:
Created dummy marine (standard unit model applied to my pikeman unit)
In Events:
ActorCreation.DummyMarine
AttachModelOffset Pikeman {} {Origin 0}
In Pikeman model (Model ModelAddition)
ActorCreation.DummyMarine
Create
ActorCreation.Pikeman
AttachModelOffset Pike {} {Hardpoint 14}
WeaponStart.Pikeman.AttackStart
AnimPlay Attack Attack FullMatch.PlayForever
WeaponStop.Pikeman.AttackStop
AnimClear Attack
In Pike Model (Model ModelAddition)
ActorCreation.Pikeman
Create
Both ModelAddition accept Animator, Animation Properties, Position & Rotation.
The 'Pike' Model, which is the original addition to the Pikeman model stays attached which is good, and again moves with the unit, but upon attack animation it does not move only when moving does it update its position. I've also tried without the marine, and attaching the pike directly to the pikemen unit model at actor creation but again with the same problem.
I've googled the crap out of my problem for the past 6 hours or so and unfortunately I cant come up with much about my issue. I have exported a model using WMV and a old copy of WoW. Upon import the model works well, except that when I'm trying to add the a weapon (in this case a polearm) the weapon works fine until the unit does not move. When the unit is attacking in melee range, the polearm stays stationary, but upon moving the target or moving the unit to attack it works again. As long as the unit is moving, the animation works. I have tried the Marine trick (marine in the middle) as an attachment point, and the marine also stays stationary, either using hard points or SOp. I'm at wits end with this one and have little to no experience with model editors.
Hi guys! A little while ago I posted about having units firing over walls which have the collisions set to building and ground. I got that all sorted by using a combination of the Melee Flag on the majority of units weapons. The problem I have now is with units that have no missile such as a siege tank, that because they have no missile to collide with the walls they easily fire over the walls when they are given vision. It's not a issue when they have vision over the wall, but I have tried numerous validators such as Location Range, Location Pathable, Unit Order Target Pathable etc, and none seem to work properly. If I can make it work on these units then I can easily add it to the other units to make sure they dont fire over the walls, because it becomes extremely unfair if they are given vision. With one unit I couldn't work it out so I made it passive and just do a periodic trigger which detects units and makes it fire on them. The only reason I am using structures instead of cliffs is that I need to dynamically modify them. If you want to check out the map at the moment its on NA under Rally Wars. Anyone got any ideas on how to fix it?
EDIT: I worked out a much simpler solution, change the ownership of the units that switch lanes when they attack, but still give the bounty to the original owner. Simple!
Well fiddling with that field didn't work. I tried ticking structure and ground on the projectile but it went right through it, I might check out that tutorial that makes stuff collide with buildings.
From what I can see, none of the projectiles have the collide set, is there another field that might work? I assume it has something to do with the actual mover.
I have managed to get most units not to fire over a supply depot that has the pathing blocker and vision blocker on its footprint. Most work now when I set the mover of the unit to Ground and the weapon's melee flag, but some units such as the Photon Cannon still fire over when they get vision and its doing my head in. Even air units when changed to ground mover and melee option enabled cant fire over the supply depots.
This really only happens when I have allied vision over the supply depots, which there is no way of getting around, anyone have any ideas on how to fix this problem? I have a feeling it has something to do with the mover as the Weapon data is very similar for the cannon to the marauder weapon yet a marauder can't fire over the supply depot but photon cannons can.
I have managed to greatly reduce the redundancy of some triggers in this system and its only really 4-5 functions and triggers now for a standard map. If you would like me to send you a copy so you can upload it or something that would be great, you said you wanted to learn how to use parameters, and I have basically converted a lot of it to functions.
Let me know, because this is a really great system when done right. (I'm sure there are people who will say even my coding is redudant :3)
I've been working on a map for a while using the melee units and stuff. Recently I've came across a problem that has bothered me for a couple of hours or so.
Its like this. I have code that basically sets up tech buildings for unit spawning later, using triggers. This is all well and good when I go to use the exact same code (with small modification) to make a roach warren, baneling nest, and hydralisk den using a drone and orders. But for some reason, the actual building doesn't delay the actual setup of the Tech Buildings array, hence spawning the brood lords without the actual building being complete. I have tried using progress bars, training ques and everything, but I just cant seem to detect the progress of the Greater spire. The actual building does start to morph, it only doesn't pickup and progress.
Thanks in advance!
Roach Warren: (works fine)
General-If(Conditions)thendo(Actions)elsedo(Actions)IfTurns>=15Events[3]==falseThenUI-Createatipwithtitle(Formattip"Zerg Units"asNormalTip),description"You have progressed far enough in t...",alerttext"Zerg Units"andiconAssets\Textures\btn-tips-research.ddsfor(Allplayers)Variable-SetEvents[3]=truePlayer-Modifyplayer15Minerals:Add1000Player-Modifyplayer15Vespene:Add1000TechTree-Disabletechtreerequirementsforplayer15Unit-Create1Droneforplayer15atRoachWarrenusingdefaultfacing(NoOptions)Unit-Order(Lastcreatedunit)to(Drone-MutateintoRoachWarrentargetingRoachWarren)(ReplaceExistingOrders)General-Wait0.25GameTimesecondsUnitGroup-Pickeachunitin(RoachWarrenunitsin(Entiremap)ownedbyplayer15matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsVariable-SetRoachWarren=(Pickedunit)UI-Display"Uh Oh, Kerrigan Has Ordered A Roach..."for(Allplayers)toSubtitleareaPing-PingtheminimapatRoachWarrenfor(Allplayers)over5.0seconds,usingthecolor(100%,0%,0%)UI-Displaybossbar2withtitle"Roach Warren Completion",portraitAssets\Textures\btn-building-zerg-roachwarren.ddsandmaximumvalue100for(Allplayers)UI-Setbossbar2maximumvalueto100(Dorefreshthebossbar)UI-Movebossbar2toTopofscreenwithoffset(0,150)UI-Setbossbar2racetoZerg(Dorefreshthebossbar)UI-Showbossbar2General-While(Conditions)aretrue,do(Actions)Conditions(RoachWarrenisunderconstruction)==trueActionsUI-Setbossbar2currentvalueto(Integer((ProgressofRoachWarrenslot1)))(Dorefreshthebossbar)General-Wait0.125GameTimesecondsGeneral-Waitfor(Conditions),checkingevery1.0GameTimesecondsConditionsOrConditions(RoachWarrenisalive)==falseAndConditions(RoachWarrenisalive)==true(RoachWarrenisunderconstruction)==falseUI-Hidebossbar2Variable-SetUnitIncrement[2]=3.0General-If(Conditions)thendo(Actions)elsedo(Actions)If(RoachWarrenisalive)==true(RoachWarrenisunderconstruction)==falseThenVariable-SetTechBuildings[1]=trueElseElse
Brood Lords: (Somewhat works, but doesn't delay the brood lords with the actual building)
General-If(Conditions)thendo(Actions)elsedo(Actions)IfTurns>=55Events[11]==falseTechBuildings[4]==trueThenVariable-SetEvents[11]=trueTechTree-Disabletechtreerequirementsforplayer15Player-Modifyplayer15Minerals:Add1000Player-Modifyplayer15Vespene:Add1000UnitGroup-Pickeachunitin(Spireunitsin(Entiremap)ownedbyplayer15matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsVariable-SetGreaterSpire=(Pickedunit)General-Wait0.25GameTimesecondsUnit-OrderGreaterSpireto(Spire-MutateintoGreaterSpire)(ReplaceExistingOrders)General-Wait1.0GameTimesecondsUI-Display"Uh Oh, Kerrigan congratulates you o..."for(Allplayers)toSubtitleareaPing-PingtheminimapatSpirefor(Allplayers)over5.0seconds,usingthecolor(100%,0%,0%)UI-Displaybossbar6withtitle"Greater Spire Completion",portraitAssets\Textures\btn-building-zerg-greaterspire.ddsandmaximumvalue100for(Allplayers)UI-Setbossbar6maximumvalueto100(Dorefreshthebossbar)UI-Movebossbar6toTopofscreenwithoffset(0,150)UI-Setbossbar6racetoZerg(Dorefreshthebossbar)UI-Showbossbar6General-While(Conditions)aretrue,do(Actions)Conditions(GreaterSpireisunderconstruction)==trueActionsUI-Setbossbar6currentvalueto(Integer((ProgressofGreaterSpireslot1)))(Dorefreshthebossbar)General-Wait0.125GameTimesecondsGeneral-Waitfor(Conditions),checkingevery1.0GameTimesecondsConditionsOrConditions(GreaterSpireisalive)==falseAndConditions(GreaterSpireisalive)==true(GreaterSpireisunderconstruction)==falseUI-Hidebossbar6Variable-SetUnitIncrement[5]=6.0General-If(Conditions)thendo(Actions)elsedo(Actions)If(GreaterSpireisalive)==true(GreaterSpireisunderconstruction)==falseThenVariable-SetTechBuildings[5]=trueElseElse
Im trying to use nested loops to find words from letters. For example if I type in 'four' I would like to find 'for' from it. I can get it to find 'ship' from 'mothership' but I cant get it to find 'thor' from 'mothership'. It compares the letters that are all added up together to an array with the words i want to find.
Basically what im doing is looping but the next nexted loop has a offset of 1.
Its a really long trigger if anyone wants an example, I just dont want to post it here because its really long, and im sure it can be optimized but at this point im really just looking for an example.
0
SUPEREVIL I WANT YOUR BABIES OMG IT BLOODY WORKED! YOU'RE A GENIUS! ARGGGG CANT BELIEVE IT WAS SO SIMPLE :D :D :D YOU SAVED ME SO MUCH TROUBLE! PLZ MARK AS SOLVED!
Apologies for caps but I've been stuck on this for about 10 hours!
0
I've given it ago. Just to be safe I've tried this:
Created dummy marine (standard unit model applied to my pikeman unit)
In Events:
ActorCreation.DummyMarine
AttachModelOffset Pikeman {} {Origin 0}
In Pikeman model (Model ModelAddition)
ActorCreation.DummyMarine
Create
ActorCreation.Pikeman
AttachModelOffset Pike {} {Hardpoint 14}
WeaponStart.Pikeman.AttackStart
AnimPlay Attack Attack FullMatch.PlayForever
WeaponStop.Pikeman.AttackStop
AnimClear Attack
In Pike Model (Model ModelAddition)
ActorCreation.Pikeman
Create
Both ModelAddition accept Animator, Animation Properties, Position & Rotation.
The 'Pike' Model, which is the original addition to the Pikeman model stays attached which is good, and again moves with the unit, but upon attack animation it does not move only when moving does it update its position. I've also tried without the marine, and attaching the pike directly to the pikemen unit model at actor creation but again with the same problem.
0
Hi all,
I've googled the crap out of my problem for the past 6 hours or so and unfortunately I cant come up with much about my issue. I have exported a model using WMV and a old copy of WoW. Upon import the model works well, except that when I'm trying to add the a weapon (in this case a polearm) the weapon works fine until the unit does not move. When the unit is attacking in melee range, the polearm stays stationary, but upon moving the target or moving the unit to attack it works again. As long as the unit is moving, the animation works. I have tried the Marine trick (marine in the middle) as an attachment point, and the marine also stays stationary, either using hard points or SOp. I'm at wits end with this one and have little to no experience with model editors.
Things I've tried:
Interim Marine
Attaching Weapon with Hard Points
Using explicit rotation
Applying attachment via events
Using different attachment points
Anyone have any ideas on how to fix it?
0
Hi guys! A little while ago I posted about having units firing over walls which have the collisions set to building and ground. I got that all sorted by using a combination of the Melee Flag on the majority of units weapons. The problem I have now is with units that have no missile such as a siege tank, that because they have no missile to collide with the walls they easily fire over the walls when they are given vision. It's not a issue when they have vision over the wall, but I have tried numerous validators such as Location Range, Location Pathable, Unit Order Target Pathable etc, and none seem to work properly. If I can make it work on these units then I can easily add it to the other units to make sure they dont fire over the walls, because it becomes extremely unfair if they are given vision. With one unit I couldn't work it out so I made it passive and just do a periodic trigger which detects units and makes it fire on them. The only reason I am using structures instead of cliffs is that I need to dynamically modify them. If you want to check out the map at the moment its on NA under Rally Wars. Anyone got any ideas on how to fix it?
EDIT: I worked out a much simpler solution, change the ownership of the units that switch lanes when they attack, but still give the bounty to the original owner. Simple!
0
Bump
0
Well fiddling with that field didn't work. I tried ticking structure and ground on the projectile but it went right through it, I might check out that tutorial that makes stuff collide with buildings.
0
From what I can see, none of the projectiles have the collide set, is there another field that might work? I assume it has something to do with the actual mover.
0
Where is this field do you remember? In movers or under the unit?
0
Anyone?
0
Bump
0
Hi guys,
I have managed to get most units not to fire over a supply depot that has the pathing blocker and vision blocker on its footprint. Most work now when I set the mover of the unit to Ground and the weapon's melee flag, but some units such as the Photon Cannon still fire over when they get vision and its doing my head in. Even air units when changed to ground mover and melee option enabled cant fire over the supply depots.
This really only happens when I have allied vision over the supply depots, which there is no way of getting around, anyone have any ideas on how to fix this problem? I have a feeling it has something to do with the mover as the Weapon data is very similar for the cannon to the marauder weapon yet a marauder can't fire over the supply depot but photon cannons can.
Anyone have any ideas?
0
Hi. sorry about the super necro.
I have managed to greatly reduce the redundancy of some triggers in this system and its only really 4-5 functions and triggers now for a standard map. If you would like me to send you a copy so you can upload it or something that would be great, you said you wanted to learn how to use parameters, and I have basically converted a lot of it to functions.
Let me know, because this is a really great system when done right. (I'm sure there are people who will say even my coding is redudant :3)
Chanyman
0
Hey guys,
I've been working on a map for a while using the melee units and stuff. Recently I've came across a problem that has bothered me for a couple of hours or so.
Its like this. I have code that basically sets up tech buildings for unit spawning later, using triggers. This is all well and good when I go to use the exact same code (with small modification) to make a roach warren, baneling nest, and hydralisk den using a drone and orders. But for some reason, the actual building doesn't delay the actual setup of the Tech Buildings array, hence spawning the brood lords without the actual building being complete. I have tried using progress bars, training ques and everything, but I just cant seem to detect the progress of the Greater spire. The actual building does start to morph, it only doesn't pickup and progress.
Thanks in advance!
Roach Warren: (works fine)
Brood Lords: (Somewhat works, but doesn't delay the brood lords with the actual building)
0
Yeah sort of, but I still cant get it to find the other words.
0
Hey guys,
Im trying to use nested loops to find words from letters. For example if I type in 'four' I would like to find 'for' from it. I can get it to find 'ship' from 'mothership' but I cant get it to find 'thor' from 'mothership'. It compares the letters that are all added up together to an array with the words i want to find.
Basically what im doing is looping but the next nexted loop has a offset of 1. Its a really long trigger if anyone wants an example, I just dont want to post it here because its really long, and im sure it can be optimized but at this point im really just looking for an example.
Thanks