Could a behavior periodically create a model-less(actor-less?) dummy unit a short distance behind the first unit, and compare their positions with a validator?
Hmm... actually, how about this? Compare Z-height of terrain at position of unit to Z-height of train at position-of-unit-offset-by-small-distance-behind-unit. How would I do that?
Okay, so I have NO idea how this happened, but suddenly every unit in the editor regardless of source has a Corrupter model attached to it, and I can't do anything on the units layer without getting a More than one CActorUnit persisting in the same unit scope warning.
I haven't even done anything to the Corrupter Actor, but this did start after I created a new actor and had it inherit from the Corrupter Actor. What the heck is going on and how do I fix it?
I want to make a... Behavior, I think? ...that, if a unit is moving (Validator?), compares its current absolute Z postion to its Z position on the previous cycle and if the former is less than the latter, apply a stacking movement-speed buff.
There's probably more than one way to do this, and I know I could do it with triggers, but I want to do it so the performance hit is as small as possible.
(I also want to make a behavior that operates when a unit is idle, making them slide down hills. I have only vague notions of a Search Area for terrain Z and Apply Force, but I'm more concerned with the while-moving behavior. Actually, now that I think of it, does Apply Force stack with ordinary movement? I mean, if the force is applied in the same direction the unit is executing a move command.)
I'm trying to figure out which ability type and which effect type(s) to make a projectile that instantly flies in the direction the unit is facing, rather than targeting a unit or a point.
I basically want the ability to instantly fire the projectile out of the front of the unit when activated, and I want it to be an actual projectile that travels until it hits something, not a wave attack.
Turrets are confusing me. As far as I can tell, there are Turret units and Turret actors, but I can't figure out how they link together or link to anything else, or what each does.
Specifically, I have a custom unit. It has no weapon or attack, but it does have offensive abilities. I want the model (the diamondback model in this case) to turn its gun when one of those abilities is used. What do I need to do with Turrets to make that happen?
I'm getting some weird thing when I draw cliffs in the editor now. Like the terrain polygons popping out through the cliff models. What's up with that?
This ability will be used by a flying unit, on a flying unit. I want the ability, when used by the player, to make the caster charge at the target, and upon contact, the target gets knocked back a fixed distance. Nothing else.
All the tutorials on force I've seen are far more complicated than this, including height displacement and area effects and such, none of which I want or need.
If someone could outline how to do just the basic thing I want, that'd be much appreciated.
Well, under "edit" at the top, there is an option that says "rotate selection". That rotates all the objects around a single point, and keeps them all relative to each other.
Yeah, I found that, combined with Merge Selection it gave me what I needed. Thanks.
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@DrSuperEvil: Go
What about a unit's absolute Z position?
Could a behavior periodically create a model-less(actor-less?) dummy unit a short distance behind the first unit, and compare their positions with a validator?
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Can I just get a coherent explanation of what exactly the Turret unit does VS what the Turret actor does?
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@Spoolofwhool: Go
Ah, yep, I found the problem.
As a note for others, don't ever set the token field of an Actor to (None). When you later assign it to your Unit, the assignment wont propagate.
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@DrSuperEvil: Go
Hmm... actually, how about this? Compare Z-height of terrain at position of unit to Z-height of train at position-of-unit-offset-by-small-distance-behind-unit. How would I do that?
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Okay, so I have NO idea how this happened, but suddenly every unit in the editor regardless of source has a Corrupter model attached to it, and I can't do anything on the units layer without getting a More than one CActorUnit persisting in the same unit scope warning.
I haven't even done anything to the Corrupter Actor, but this did start after I created a new actor and had it inherit from the Corrupter Actor. What the heck is going on and how do I fix it?
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@Kueken531: Go
Which offset? There are like a dozen different offset fields.
Does the Persistent need a Period of 1 or will 0 work for this? Why?
Where do I assign the Launch Missle effect? Initial, Final, or Expire?
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I want to make a... Behavior, I think? ...that, if a unit is moving (Validator?), compares its current absolute Z postion to its Z position on the previous cycle and if the former is less than the latter, apply a stacking movement-speed buff.
There's probably more than one way to do this, and I know I could do it with triggers, but I want to do it so the performance hit is as small as possible.
(I also want to make a behavior that operates when a unit is idle, making them slide down hills. I have only vague notions of a Search Area for terrain Z and Apply Force, but I'm more concerned with the while-moving behavior. Actually, now that I think of it, does Apply Force stack with ordinary movement? I mean, if the force is applied in the same direction the unit is executing a move command.)
0
I'm trying to figure out which ability type and which effect type(s) to make a projectile that instantly flies in the direction the unit is facing, rather than targeting a unit or a point.
I basically want the ability to instantly fire the projectile out of the front of the unit when activated, and I want it to be an actual projectile that travels until it hits something, not a wave attack.
0
Turrets are confusing me. As far as I can tell, there are Turret units and Turret actors, but I can't figure out how they link together or link to anything else, or what each does.
Specifically, I have a custom unit. It has no weapon or attack, but it does have offensive abilities. I want the model (the diamondback model in this case) to turn its gun when one of those abilities is used. What do I need to do with Turrets to make that happen?
0
I'm getting some weird thing when I draw cliffs in the editor now. Like the terrain polygons popping out through the cliff models. What's up with that?
Screenshot:
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Trailer! http:www.youtube.com/watch?v=Wxav5N_um5E
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This ability will be used by a flying unit, on a flying unit. I want the ability, when used by the player, to make the caster charge at the target, and upon contact, the target gets knocked back a fixed distance. Nothing else.
All the tutorials on force I've seen are far more complicated than this, including height displacement and area effects and such, none of which I want or need.
If someone could outline how to do just the basic thing I want, that'd be much appreciated.
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Map Profile:
http://www.sc2mapster.com/maps/xelnaga-armada/
Xel'Naga Armada is currently available on the US battle.net
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You can also use a check on the number of orders currently on a unit, and if its < 1 you know its not doing anything.
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Neither.
Yeah, I found that, combined with Merge Selection it gave me what I needed. Thanks.