I guess that could work for instant pick up items.
The ability could have been any dummy ability and you just give the item a buff with a search effect that makes it use it's ability on a unit entering it's radius.
Yeah but then I imagine your going to have to go and mess with the actors and make it so the turrets and models use their attack animation rather than channel animation when the ability is being cast.
Technically your not selecting the item if it is the target of your order.
That's what I meant. Cant select the item and turn around with the point as the target of the order :(.
If you figure out a solution let us know.
Oh yea, I found another neat way to make items acquirable. You can use a search effect that is really small and just make it use issue order affect to pick up item from caster to target. No triggers for picking up items if you want to just walk over them.
Do you have a way of copying the materials that are used by models that use particles? It does look like you can do it if you are implementing a model with the materials right.
Yeah looking at tree doodads the foliage does appear to use transparent texture somehow. No idea. I am guessing maybe they render certain parts normally and everything else differed in which case it would be applying the texture to the right shader :(. How do they get lighting to work that way >.<.
I think if I remember correctly, Differed rendering makes this not possible through alpha as far as I can tell. Fire and smoke might be done with shaders or something.
Ability that creates a dummy unit that puts an effect on the unit that created it that orders the unit to attack. Dummy has a buff that keeps it alive while it is being attacked :P.
Here's how I do it:
Create an issue order effect with the ability set to your inventory ability and the ability command to the command index of "take" which is 2 (I think) and then set the target to "caster unit" and the value unit to "target unit".
Then in a trigger use "create effect on unit from unit" and set your issue order effect on "unit" from "item".
It is basically the item telling the unit "pick me up" :).
Dropping items is a different story, it is impossible as far as I can tell.
But if you want to use galaxy you can use: AbilityCommand( *YourInventoryAbility, 2) for a function call to get the ability command to pass to your standard issue order function targeting your item.
Maybe use an object with shields like immortal or something a like a defense drone that kills missiles and create an invisible dummy unit for these abilities and put them around cliffs.
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Looks good. I am looking forward to your maps since you are so knowledgeable and helpful.
It does take a lot of work to do stuff in SC2 editor but I think you can make a really polished map that the entire SC2 community can enjoy.
If you need a tester, my account is Adovid.349. I'd vouch to help you out but currently I am busy making a map for the blizzcon contest.
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@BacklitAvenger: Go
I guess that could work for instant pick up items.
The ability could have been any dummy ability and you just give the item a buff with a search effect that makes it use it's ability on a unit entering it's radius.
Then use the ability for a trigger event.
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Really helpful. Props!
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Awesome :O.
native void OrderSetTargetItem(order p1, unit p2);
So it can be done using galaxy :). Sweet.
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@Jones2412: Go
Yeah but then I imagine your going to have to go and mess with the actors and make it so the turrets and models use their attack animation rather than channel animation when the ability is being cast.
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Technically your not selecting the item if it is the target of your order.
That's what I meant. Cant select the item and turn around with the point as the target of the order :(.
If you figure out a solution let us know.
Oh yea, I found another neat way to make items acquirable. You can use a search effect that is really small and just make it use issue order affect to pick up item from caster to target. No triggers for picking up items if you want to just walk over them.
0
Do you have a way of copying the materials that are used by models that use particles? It does look like you can do it if you are implementing a model with the materials right.
0
Yeah looking at tree doodads the foliage does appear to use transparent texture somehow. No idea. I am guessing maybe they render certain parts normally and everything else differed in which case it would be applying the texture to the right shader :(. How do they get lighting to work that way >.<.
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I think if I remember correctly, Differed rendering makes this not possible through alpha as far as I can tell. Fire and smoke might be done with shaders or something.
0
Ability that creates a dummy unit that puts an effect on the unit that created it that orders the unit to attack. Dummy has a buff that keeps it alive while it is being attacked :P.
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"For dropping items use the same actions but then for the drop ability."
Show it in a map?
Won't work for drop because the issue order for drop requires that you select an item to drop.
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issue order that adds to order queue rather than preempt it or replace it.
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-Get a unit to drop an item without dieing.
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Here's how I do it: Create an issue order effect with the ability set to your inventory ability and the ability command to the command index of "take" which is 2 (I think) and then set the target to "caster unit" and the value unit to "target unit".
Then in a trigger use "create effect on unit from unit" and set your issue order effect on "unit" from "item".
It is basically the item telling the unit "pick me up" :).
Dropping items is a different story, it is impossible as far as I can tell.
But if you want to use galaxy you can use: AbilityCommand( *YourInventoryAbility, 2) for a function call to get the ability command to pass to your standard issue order function targeting your item.
0
Maybe use an object with shields like immortal or something a like a defense drone that kills missiles and create an invisible dummy unit for these abilities and put them around cliffs.
http://forums.sc2mapster.com/development/tutorials/8296-visual-shields-terran-or-zerg-with-shields/