Text Tags i suppose would therefore not be effected by FoW.
What you would have to do (what i would do) is use periodic triggers to change the visibility of the Text Tag... Or maybe use some other fancy triggering, either way, you would have to manually hide the thing.
Again, Ive seen your maps, and find it in no way possible for me to offer any ideas which you probably wouldnt already know lol
ive tried height of unit, doesnt work dnno about height of region. Would u mind taking a looksies at my map? Simply move your little gay probe into the region of the roach to start the game. Space is to retardedly jump, J is to spit searing acid. Tweak the Fire function, see if u can get ths sht working :)
the region check event like everything probably runs to check every X seconds or somin. or maybe the units move x units per x seconds, and if the x units is too large, it will simply surpass over the region.
In my map, my sexy roach does very beautiful and sexy jumping, and shoots beautiful green acid from its mouth. However i think we can all agree its freaking stpd when the acid explodes in mid air 5units above the recently deceased zergling.
My function creates a baneling which has its models changed and the such tweaked so its now a sexy exploding acid missile. in the function, it checks for units inside a region attached to the baneling and explodes when there is one more units inside the region. But i want it to also check to see if their height is, say, 0.1 units above or bellow the baneling for it to explode, otherwise, for it just pass over the units. Ive tried many times only for my roach still to defy the laws of Star Craft universe and kill enemies using nothing but the fear of the fact he can jump and shoot at the same time.
I thought the model swapping process sounded a lil more complicated a labourish to set up so i decided to use opacity. While looking through for the set opacity, i found a set visibilty action thingy mabob.
proved to be quite useful and i no longer have a visible shift as the missile moves up :)
im absolutely horrible with actors and the such so i wudnt know any way to tie them together :P
im such a noob with the data stuff ahahaha
Im changing the birth height of a missile in accordance to the height of my unit and the way i do it shifts the missile but the shift is visible. im trying to get rid of the visible shift
Heres the problem, cameras would normally follow the units x,y positions, this means that they DONT ADJUST TO HEIGHT CHANGE (i am guessing anyway :D).
Its often unnoticeable due to the small height changes there are, but the higher the unit the more noticeable.
basically, to fix, you gotta make the Y change according to the terrain ur gay boi is on.
your problem seems to be associated with cliffs and hills so im guessing ur unit height is always 0? therefore use regions to change the Y the camera is following.
i dnno man... just hope that someone who knows whats going on can answer u :P
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s3rius made me QQ
This man, right here is my f* idol. Why?
He created a whole SS using almost nothing but triggers...
OPIWNPFTGOIWEWEWEWEWEWEWEWEWEWEQICUWIOREQCW
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Text Tags i suppose would therefore not be effected by FoW.
What you would have to do (what i would do) is use periodic triggers to change the visibility of the Text Tag... Or maybe use some other fancy triggering, either way, you would have to manually hide the thing.
Again, Ive seen your maps, and find it in no way possible for me to offer any ideas which you probably wouldnt already know lol
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OMFG YAY
I'm not on my comp so I can't check it tho :D
Jesus I spent an hour trying to get that gay shit working.
Ah, i never knew what that within bounds stuff was. Cheers
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http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-658/how-create-dialog-health-bar-166370/
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ive tried height of unit, doesnt work dnno about height of region. Would u mind taking a looksies at my map? Simply move your little gay probe into the region of the roach to start the game. Space is to retardedly jump, J is to spit searing acid. Tweak the Fire function, see if u can get ths sht working :)
Edit: A and D to move
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On the spot i can think of one sure way.
Event:
Any unit enters X Region
Condition:
triggering unit is in units in region with alliance enemy to player X = true
Action:
Issue attack order on that unit
turn current trigger off
wait for condition: number of units in region = 0
turn current trigger on
Event: Any unit dies
Condition: triggering unit is in units in region with alliance enemy to player X = true
Action:
If then else: If: number of units in X region >= 1
Then: issue attack order on random unit in that region
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lol thats what i do too :P Very easy peasy japanesie squeezy?
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dont really get the picture of what your trying to do. Dont think i can help here :'(
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the region check event like everything probably runs to check every X seconds or somin. or maybe the units move x units per x seconds, and if the x units is too large, it will simply surpass over the region.
i dnno, what wud i know, im retarded :D
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In my map, my sexy roach does very beautiful and sexy jumping, and shoots beautiful green acid from its mouth. However i think we can all agree its freaking stpd when the acid explodes in mid air 5units above the recently deceased zergling.
My function creates a baneling which has its models changed and the such tweaked so its now a sexy exploding acid missile. in the function, it checks for units inside a region attached to the baneling and explodes when there is one more units inside the region. But i want it to also check to see if their height is, say, 0.1 units above or bellow the baneling for it to explode, otherwise, for it just pass over the units. Ive tried many times only for my roach still to defy the laws of Star Craft universe and kill enemies using nothing but the fear of the fact he can jump and shoot at the same time.
I am so angry right now >: (
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Cheers Kueken531
I thought the model swapping process sounded a lil more complicated a labourish to set up so i decided to use opacity. While looking through for the set opacity, i found a set visibilty action thingy mabob.
proved to be quite useful and i no longer have a visible shift as the missile moves up :)
0
im absolutely horrible with actors and the such so i wudnt know any way to tie them together :P
im such a noob with the data stuff ahahaha
Im changing the birth height of a missile in accordance to the height of my unit and the way i do it shifts the missile but the shift is visible. im trying to get rid of the visible shift
0
The question is simple, i want to know wether it is possible and how to delay a model showing up after is creation for like a tenth of a second.
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the thing is, cameras dont work with altitude
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Heres the problem, cameras would normally follow the units x,y positions, this means that they DONT ADJUST TO HEIGHT CHANGE (i am guessing anyway :D).
Its often unnoticeable due to the small height changes there are, but the higher the unit the more noticeable.
basically, to fix, you gotta make the Y change according to the terrain ur gay boi is on.
your problem seems to be associated with cliffs and hills so im guessing ur unit height is always 0? therefore use regions to change the Y the camera is following.
i dnno man... just hope that someone who knows whats going on can answer u :P