I tried reducing the scan range for the ranged weapon to 0. It didn't work.
The idea was the increase the scan range of the melee weapon to be longer than the range of the ranged weapon, not the other way around, but I don't expect it to work anyway.
You could fake the ranged weapon by attaching a periodic search effect that fires a projectile, albeit you lose the ability to target it. That way the unit will close in to melee with its (only) weapon while still firing a ranged attack.
There's also a weapon scan range for the melee weapon, try making it as long or longer than the other weapon's range and see if that helps.
Can you scale up selection ring model along Z axis? It may help. The issue originates from the fact that terrain deformers don't change ground plane. So, those splat kinds of models are still downthere. But they have a limited area of being able to project stuff on terrain. so, when you raise terrain mesh, it's leaving the selection circle's area of projection.
I tried that, but even if the selection circle has a Z-offset of over 2, it disappears once the unit climbs up a height of 1.0 on the terrain deformation actor. The terrain I was working with was a flat plane with terrain deformers on it, and the issue was fixed for all terrain deformers when I made a small mound of height 2 (using the terrain module) in the corner of the map off the playable map area.
So it looks like selection circles can only be as high as 1.0 + (the highest statically placed height using the terrain module). So the solution in my case was to create a mound on the map higher than 2.0 so that selection circles for the units walking on the terrain deformation actor will show.
You should not put a footprint on your actor. I don't know if it will solve your problem, but this label caused me headaches. You should also remove destroys foliage, it's much better ;)
Thanks, but as you can see there is no foliage to destroy :)
The footprint is a necessary component, and as I said in the OP if I reduce the height delta to 1.0 then units gain selection circles on terrain deformations again, so having the footprint isn't the problem.
So I'm not entirely sure if this is possible. I found in the text editor the possible place where to remove the "Level" part of that tag, but I can't find where to remove the brackets or potentially the level number.
Anyway, I was wondering if anyone knew where to do this?
I don't think that I have, but then again I don't think i set the links for the heroes and their abilities that work anyway. I set the two links that i found for each ability in the info field for the "learn hero ability" to be linked to the ability that is being learned, but that didn't seem to fix the problem. I couldn't find any links that are a field for the hero learn ability itself, or for the abilities that are being learned, which link exactly where you talkin about?
For clarification, this is what I am talking about:
The image on the right, on the middle rightmost button (hotkey O), a 1 appears to show that there is a point to be spent. The image to the left also has a point to be spent, but that is not showing up.
So I've run into a problem where a couple of my heroes when they have ability points to allocate to learn abilities, the count of ability points that are available to them does not show up. I've been looking for a accidentally checked "hide count" field or something to that effect for them but I have not been able to find one.
Yeah, the imported music isn't the problem, the problem is the music that given in the game, that is what won't play. I have played around with the parameters but can't get a combination that works... Each soundtrack only has one cue and being the default shouldn't matter for the music to play, though I have mad it default and tried to get it to play that way but that hasn't worked either.
I might be doing something wrong with the data editor, but I don't think so, and this should be so unbelievingly simple I don't understand what is going wrong. I have some imported music that is the default music and it plays just fine, but when I try to switch the music with this trigger (this trigger is connected to a dialog that has a slider) it doesn't change the soundtrack. I know that the conditional works (the text changes correctly), I am just missing something with the soundtrack...
For some reason every other soundtrack doesn't play, but when I change the slider back to the default soundtrack (the imported one) it starts playing as usual again. Anyone have any ideas? Thanks!
SoundtrackEventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeChangedValueLocalVariablesMusic=NoGameLink<GameLink-Soundtrack>Conditions(Useddialogitem)==SoundtrackActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Currentvalueof(Useddialogitem)for(Triggeringplayer))<2.0ThenDialog-SetSoundtrackTexttextto"Music: Chiptune"for(Playergroup((Triggeringplayer)))Variable-SetMusic=ImportedMusicElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Currentvalueof(Useddialogitem)for(Triggeringplayer))>=2.0(Currentvalueof(Useddialogitem)for(Triggeringplayer))<3.0ThenDialog-SetSoundtrackTexttextto"Music: Terran Up The Night"for(Playergroup((Triggeringplayer)))Variable-SetMusic=TerranUpTheNightElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Currentvalueof(Useddialogitem)for(Triggeringplayer))>=3.0(Currentvalueof(Useddialogitem)for(Triggeringplayer))<4.0ThenDialog-SetSoundtrackTexttextto"Music: Lost Viking"for(Playergroup((Triggeringplayer)))Variable-SetMusic=LostVikingElseSound-PlayMusicMusic(AnySoundtrackIndex)for(Playergroup((Triggeringplayer)))(withcueAnyCue)andDomakedefault
That might work, the problem is I'm increasing the supply used because the units that are using the supply are changing owner, but I still want the original owner to have this supply used. I could add this behavior to an arbitrary unit that is guaranteed to be under the original owner's control, but that is a little messy... I was hoping that there was another way. Thanks though!
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Anyone else having issues with "Test Document"?
Pitfall: Clicking "Test Document" launches SC2 to the error dialog of "Unable to launch game"
Solution: One of your dependencies is missing, find an delete it
Edit: solution
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What do you mean, some sort of minimap indicator that the terrain is being deformed by an actor? Not that I know of.
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@Grasshopper721: Go
The idea was the increase the scan range of the melee weapon to be longer than the range of the ranged weapon, not the other way around, but I don't expect it to work anyway.
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You could fake the ranged weapon by attaching a periodic search effect that fires a projectile, albeit you lose the ability to target it. That way the unit will close in to melee with its (only) weapon while still firing a ranged attack.
There's also a weapon scan range for the melee weapon, try making it as long or longer than the other weapon's range and see if that helps.
0
I tried that, but even if the selection circle has a Z-offset of over 2, it disappears once the unit climbs up a height of 1.0 on the terrain deformation actor. The terrain I was working with was a flat plane with terrain deformers on it, and the issue was fixed for all terrain deformers when I made a small mound of height 2 (using the terrain module) in the corner of the map off the playable map area.
0
So it looks like selection circles can only be as high as 1.0 + (the highest statically placed height using the terrain module). So the solution in my case was to create a mound on the map higher than 2.0 so that selection circles for the units walking on the terrain deformation actor will show.
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Thanks, but as you can see there is no foliage to destroy :)
The footprint is a necessary component, and as I said in the OP if I reduce the height delta to 1.0 then units gain selection circles on terrain deformations again, so having the footprint isn't the problem.
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Anyone happen to know what's going on here? Ideally I'd like the selection circle to not disappear:
If I change the height delta to 1.0 then they appear on the unit again. Here's the actor I'm using:
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@SoulFilcher: Go
Oh cool, I didn't realize the buttons had flags attached to them. Thanks a lot!
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So I'm not entirely sure if this is possible. I found in the text editor the possible place where to remove the "Level" part of that tag, but I can't find where to remove the brackets or potentially the level number.
Anyway, I was wondering if anyone knew where to do this?
0
@DrSuperEvil: Go
I don't think that I have, but then again I don't think i set the links for the heroes and their abilities that work anyway. I set the two links that i found for each ability in the info field for the "learn hero ability" to be linked to the ability that is being learned, but that didn't seem to fix the problem. I couldn't find any links that are a field for the hero learn ability itself, or for the abilities that are being learned, which link exactly where you talkin about?
For clarification, this is what I am talking about:
The image on the right, on the middle rightmost button (hotkey O), a 1 appears to show that there is a point to be spent. The image to the left also has a point to be spent, but that is not showing up.
0
So I've run into a problem where a couple of my heroes when they have ability points to allocate to learn abilities, the count of ability points that are available to them does not show up. I've been looking for a accidentally checked "hide count" field or something to that effect for them but I have not been able to find one.
As a reference I had used http://www.sc2mapster.com/wiki/sc2-api/getting-started-with-galaxy-edit/complete-hero/ to complete my first hero, then did all the rest by memory.
Anyone have any ideas?
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@s3rius: Go
Yeah, the imported music isn't the problem, the problem is the music that given in the game, that is what won't play. I have played around with the parameters but can't get a combination that works... Each soundtrack only has one cue and being the default shouldn't matter for the music to play, though I have mad it default and tried to get it to play that way but that hasn't worked either.
0
I might be doing something wrong with the data editor, but I don't think so, and this should be so unbelievingly simple I don't understand what is going wrong. I have some imported music that is the default music and it plays just fine, but when I try to switch the music with this trigger (this trigger is connected to a dialog that has a slider) it doesn't change the soundtrack. I know that the conditional works (the text changes correctly), I am just missing something with the soundtrack...
For some reason every other soundtrack doesn't play, but when I change the slider back to the default soundtrack (the imported one) it starts playing as usual again. Anyone have any ideas? Thanks!
0
@wOlfLisK: Go
That might work, the problem is I'm increasing the supply used because the units that are using the supply are changing owner, but I still want the original owner to have this supply used. I could add this behavior to an arbitrary unit that is guaranteed to be under the original owner's control, but that is a little messy... I was hoping that there was another way. Thanks though!