afaik there's currently no way. If you kill/ remove the unit that actor was attached to, it will be killed. Then you can create the unit again ( this time without an attaching actor)
Localization for custom trigger / variable names. This can also happen with data editor entry. Pretty much everything you could name is localized. Data editor entry has underlying name so it's not a big deal. But trigger do not :(
You dont need an active event for a trigger to have "triggering player". Eg: let your screen button run your trigger when created. Inside the next trigger, use the triggering player to refer only to the player who clicked that button. ( Just think triggering player as the player who make the trigger run )
1. Use a weapon arc with small degree like 5 or so (not sure 0 would work ). That way your turret can only fire in a cone in front of its facing (or a line if 0 ). Lock it facing in place (prevent turning or limit turning to some degree) and it's good to go.
2. I noticed some people tried to issue order to an invalid target( like on top of itself) and then it will give back control to you ( havnt tested myself). My aproach would be to show a text message after you click button ( please select target) and will build it only after you clicked. Thay way you can get mouse position
I've just trying out the query custom dialog and found this bug. A query custom dialog is a dialog that pop up ask a question yes or no. The trigger look like this
Not really sure if it will work but since you said that the the vehicle kill unit instead of hero, he wont gain any exp. Create a veterancy behavior that share EXP (shared radius set to max and fraction to 1) and put it on your vehicle.
Edit: Or you can use trigger to apply that behavior only when hero entered bunker and remove it when he was out
I figured out the hover effect. It's just a dialog button with custom hover image that is already supported. Guess they hide the original button by another dialog image.
Nice work. Looking forward a fully functional release soon. Just one suggestion, how about having Roll Dice button on the screen (visible to player in turn) so player can click it, auto pan camera to the dice, auto roll it, then pan back to show the unit moving, much more convenient.
Fixed 2 bugs and uploaded newer version of spell Portal Gun.
- Entrance portal will be destroyed if put on top of exit portal, prevent infinite teleport loop.
- Exit portal is revealed to every player so unit can be teleported directly ( teleport effect cannot teleport without vision - similar to Stalker Blink can only blink near cliff edge, there is currently no field to change that in the effect ) Please tell me if anyone know to make stalker blink without vision.
Ahh yes, it seems that the teleporting causes the AI's to return to their leash position. As for the hair, I'm at a loss there's no reason for the model to stretch since it is teleporting. I could understand if it was just moving really fast but i don't think that's the case
It doesn't really matter though queuing actions for after the portal is not really a big deal I'm sure if you really wanted to do it you could figure out how to fix the AI.
Dont use unit count from unit group. It is unreliable and not following a first come first serve basis, and may also varies from time to time (my experience). Use an array of unit instead if you want precise call of an unit. In your case, if your unit group contain only 1 unit, it might be a bug
How exactly did it work ?(mothership's recall dont have queue i guess). I would prefer unit to stop as their route has already been changed. Your change caused a bug in AI that caused enemy unit to run back to their old target before ported (even if it was teleported mile away) and ignore everything in the new position. Some visual glitch like zealot's hair leaving a trail across the map (all other model particles)
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@Quickshot14: Go
Well sir, it only works if i select a different unit. What about "deselecting" it ( aka: clicking the ground)
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@MaMasToast: Go
afaik there's currently no way. If you kill/ remove the unit that actor was attached to, it will be killed. Then you can create the unit again ( this time without an attaching actor)
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Localization for custom trigger / variable names. This can also happen with data editor entry. Pretty much everything you could name is localized. Data editor entry has underlying name so it's not a big deal. But trigger do not :(
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@stewie-Y: Go
You dont need an active event for a trigger to have "triggering player". Eg: let your screen button run your trigger when created. Inside the next trigger, use the triggering player to refer only to the player who clicked that button. ( Just think triggering player as the player who make the trigger run )
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I think you missed enGB on the component lists
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@redpand: Go
1. Use a weapon arc with small degree like 5 or so (not sure 0 would work ). That way your turret can only fire in a cone in front of its facing (or a line if 0 ). Lock it facing in place (prevent turning or limit turning to some degree) and it's good to go.
2. I noticed some people tried to issue order to an invalid target( like on top of itself) and then it will give back control to you ( havnt tested myself). My aproach would be to show a text message after you click button ( please select target) and will build it only after you clicked. Thay way you can get mouse position
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I thought you said no cute zerglings were harmed in the making of this video :D
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I've just trying out the query custom dialog and found this bug. A query custom dialog is a dialog that pop up ask a question yes or no. The trigger look like this
This one didn't work no matter yes or no is clicked. However, this one work
So my guess would be that Any still capture the result correctly however the yes/no answer is not captured. Try the trigger yourself to confirm.
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Awesome work. I like that factory hangar :)
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@Southpaw444: Go
Not really sure if it will work but since you said that the the vehicle kill unit instead of hero, he wont gain any exp. Create a veterancy behavior that share EXP (shared radius set to max and fraction to 1) and put it on your vehicle.
Edit: Or you can use trigger to apply that behavior only when hero entered bunker and remove it when he was out
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@Azkit: Go
I figured out the hover effect. It's just a dialog button with custom hover image that is already supported. Guess they hide the original button by another dialog image.
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@Alcoholix: Go
Nice work. Looking forward a fully functional release soon. Just one suggestion, how about having Roll Dice button on the screen (visible to player in turn) so player can click it, auto pan camera to the dice, auto roll it, then pan back to show the unit moving, much more convenient.
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Fixed 2 bugs and uploaded newer version of spell Portal Gun.
- Entrance portal will be destroyed if put on top of exit portal, prevent infinite teleport loop.
- Exit portal is revealed to every player so unit can be teleported directly ( teleport effect cannot teleport without vision - similar to Stalker Blink can only blink near cliff edge, there is currently no field to change that in the effect ) Please tell me if anyone know to make stalker blink without vision.
@Slypoos: Go
Never mind, i dont think i needed that.
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@HeroicPrinny: Go
Dont use unit count from unit group. It is unreliable and not following a first come first serve basis, and may also varies from time to time (my experience). Use an array of unit instead if you want precise call of an unit. In your case, if your unit group contain only 1 unit, it might be a bug
0
@Slypoos: Go
How exactly did it work ?(mothership's recall dont have queue i guess). I would prefer unit to stop as their route has already been changed. Your change caused a bug in AI that caused enemy unit to run back to their old target before ported (even if it was teleported mile away) and ignore everything in the new position. Some visual glitch like zealot's hair leaving a trail across the map (all other model particles)