I really don't know what happened... All of my unit's actors are messed up.
Here're errors that I get when i place a unit [8/17/2011 12:43:46 AM] Warning: Got NULL model when trying to set CModel[].
[8/17/2011 12:43:49 AM] Warning: More than one CActorUnit persisting in the same unit scope:
And here's screenshot
Does anybody knows what happened and how to solve that?
Oops, I described it not properly. I meant I want them to attack it a bit onwards from unit, outside the model.
About radius: I found that unit doesn't use its radius at all if it has a footprint. I would like to delete the footprint, but if buildings use its radius, it messes up paths for units.
I was wondering if attack range is a distance between center of an attacked unit and attacking unit, or is it between some unit's radius/footprint and attacking unit. If so, how to change "vulnerable" radius?
For example: I have a building with 2x2 footprint, and I don't want melee units to attack it straight in the actor(model), but to attack it a bit onwards. And I don't want to expand footprint.
I figured it out. So, if I block the path FULLY then it'll show 65536. But if there is a small space (to small for this units to walk through) It will count like a path fot them.
Fully blocked (65536)
Not fully blocked (<65536)
Any ideas how to deal with that? I need this space for smaller units.
Ok, rad a thread that littlefury916 showed. As I understand (correct me if i'm wrong) if unit's way is blocked somehow then pathing cost between unit and point will be 65536. So I made a trigger:
But 2nd event desn't fire because pathing cost is less than 65536 even if way is blocked.
About blockers:
Building that I use to block doesn't have its own pathing footprint. I spawn a pathing blocker on top of it using trigger. Pathing blocker has both 2x2 footprints, so i think everything is ok with those.
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Game - Player Any Player types a chat message containing "", matching Partially
I have a custom chat and I only want to display the message to the allied players whenever somebody types into the [Allied] chat.
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@Quelex: Go Use "Order Targeting Unit", not point.
For unit that you need to target you can make a variable:
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Yeah, It was event
Huge thanks, guys!
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Ok, thanks for a fast answer, I'll try to find this event.
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@Hobrow: Go
Marauders actor is default! I didn't change anything.
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I really don't know what happened... All of my unit's actors are messed up.
Here're errors that I get when i place a unit
[8/17/2011 12:43:46 AM] Warning: Got NULL model when trying to set CModel[].
[8/17/2011 12:43:49 AM] Warning: More than one CActorUnit persisting in the same unit scope:
And here's screenshot
Does anybody knows what happened and how to solve that?
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Ok, nvm problem is solved
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@peranzormal: Go
Oops, I described it not properly. I meant I want them to attack it a bit onwards from unit, outside the model.
About radius: I found that unit doesn't use its radius at all if it has a footprint. I would like to delete the footprint, but if buildings use its radius, it messes up paths for units.
0
I was wondering if attack range is a distance between center of an attacked unit and attacking unit, or is it between some unit's radius/footprint and attacking unit. If so, how to change "vulnerable" radius?
For example: I have a building with 2x2 footprint, and I don't want melee units to attack it straight in the actor(model), but to attack it a bit onwards. And I don't want to expand footprint.
Hope you understand the idea. Thanks.
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@Hobrow: Go
Thanks a lot!
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Doesn't start even though
shows -1. :O
What's wrong with that?
Thanks in advance.
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thanks!
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Ok, I solved a problem, but now i stuck with another problem.
It shows an error because of "picked unit" in condition. Can I somehow apply a condition to a loop?
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I figured it out. So, if I block the path FULLY then it'll show 65536. But if there is a small space (to small for this units to walk through) It will count like a path fot them.
Fully blocked (65536)
Not fully blocked (<65536)
Any ideas how to deal with that? I need this space for smaller units.
0
Ok, rad a thread that littlefury916 showed. As I understand (correct me if i'm wrong) if unit's way is blocked somehow then pathing cost between unit and point will be 65536. So I made a trigger:
and
But 2nd event desn't fire because pathing cost is less than 65536 even if way is blocked.
About blockers:
Building that I use to block doesn't have its own pathing footprint. I spawn a pathing blocker on top of it using trigger. Pathing blocker has both 2x2 footprints, so i think everything is ok with those.
So what did I do wrong?