He is right there is are only two units for bunkers, regular and infestable, the other versions are handled by changing the model if they are upgraded. If I remember correctly it's a behavior. You would have to copy the bunker unit and change the actor or enable the upgrade some how. I actually made a map where you could upgrade them separately by making copies of the upgrade and giving them to the bunkers.
Thank you so much, I actually went through and learned how to make ui's and character selections that are automated like yours and it takes so long and waste so much time that would be better spent on developing gameplay. Having something like this to just throw in and maybe modify is much better. Hopefully this will speed up some AAA maps.
Thanks for ruining my day by mentioning my favorite game series turned utter garbage, COD that is.
Also I like AOS type games but I don't think the genre is going to last if it's going to be flooded like this. The AOS community is spread to thin as it is.
I don't read the load screens OneTwoSC because my computer loads the maps so fast most of the time that I can't read a wall of texts in that time so I just don't try out of habit now
Ok, you need to give the bunker an ability so you can share control of it with the neutral/ally player
so do this in the data editor
1.goto to the ability tab create an ability with the call it share unit or something make sure you select interact from the ability type pull down
2.press ok
3.click on flags, now check share control, auto cast, and share vision
4.set the auto cast range to 1
5.set range to 1
6.goto the unit tab and find your bunker
7.click on abilities and click on the add ability button and give your bunker the ability you just made.
Now you should be able to issue orders to the bunker when you come in range
On my test map I loaded up the my units into a neutral bunker and they still got credit for kills and the kills went to my player (on the leader board).
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@Suterusu1337: Go
Projectile Accelerators -under behaviors
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@Wizaerd69: Go
He is right there is are only two units for bunkers, regular and infestable, the other versions are handled by changing the model if they are upgraded. If I remember correctly it's a behavior. You would have to copy the bunker unit and change the actor or enable the upgrade some how. I actually made a map where you could upgrade them separately by making copies of the upgrade and giving them to the bunkers.
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What I think is hilarious is that Valve is trying to trademark the title DoTa Article Link.
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@SweetZombieJesus: Go
Thank you so much, I actually went through and learned how to make ui's and character selections that are automated like yours and it takes so long and waste so much time that would be better spent on developing gameplay. Having something like this to just throw in and maybe modify is much better. Hopefully this will speed up some AAA maps.
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@Paaage: Go
or you could goto flags in the units tab of the data editor and click not on radar
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@GlassMan68: Go
Thanks for ruining my day by mentioning my favorite game series turned utter garbage, COD that is.
Also I like AOS type games but I don't think the genre is going to last if it's going to be flooded like this. The AOS community is spread to thin as it is.
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@Ginsupup: Go
link your weapon to a effect set that contains the damage effect and the apply suppress cloak behavior effect
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@Jrad3412: Go
well if you can help it you should skip voting altogether and have the lobby handle game setup you can call on variables picked there
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@Shinoogie12: Go
I like your sense of humor the character descriptions are greats.
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@OneTwoSC: Go
I don't read the load screens OneTwoSC because my computer loads the maps so fast most of the time that I can't read a wall of texts in that time so I just don't try out of habit now
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<<reply 133857
you may need to look around at tutorials if you don't follow this but this is a short explanation
now say you have a behavior(buff) that you want to add an effect for
find the model you want to use and copy it's actor Goto your actor copy click events+
delete most of the stuff in the copy actor event now right click add event fill out the fields like such
msg: Behavior Source: (select the name of your behavior) Sub name: create click on the clapboard and make sure it is set to msg: create
this tells the game to create this actor when the behavior is created this kind of works like triggers
now you need to destroy the actor when the the buff is over
so add new event and this time
msg: Behavior Source: (select the name of your behavior) Sub name: destroy
msg destroy
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you have to edit the actor. I'll post how once I look at the data editor and get the names of the fields you have to edit
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@IceWendigo: Go
Ok, you need to give the bunker an ability so you can share control of it with the neutral/ally player
so do this in the data editor
1.goto to the ability tab create an ability with the call it share unit or something make sure you select interact from the ability type pull down 2.press ok 3.click on flags, now check share control, auto cast, and share vision 4.set the auto cast range to 1 5.set range to 1 6.goto the unit tab and find your bunker 7.click on abilities and click on the add ability button and give your bunker the ability you just made.
Now you should be able to issue orders to the bunker when you come in range
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@UnitedStrafes: Go
Onetwo made a video on map publishing, I assume it is still valid
http:www.youtube.com/user/OneTwoSC#p/c/CF248D5926AFA543
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@Ash4meD: Go
On my test map I loaded up the my units into a neutral bunker and they still got credit for kills and the kills went to my player (on the leader board).