The way i have done it is just to make an ability that does nothing and then have all of the things happen by triggers when the unit uses it. So I am not quite sure how to do what you described. It would be great if you could elaborate abit, i'm used to writting most of my stuff as triggers.
I've found this though in triggers:
Animation - Play Jump animation for (Actor for (Triggering unit)) as Default, using No Options options and Default Time blend time
This does exactly as i wanted, but i dont know if your solution is more effective regarding CPU use etc?
I've created a custom ability for a reaper which moves it around. Right now it works fine with just moving it around, but the model is the same as when the reaper is standing still, which looks kind of dull. So i am trying to change it so it uses the model for a moving reaper while the ability is going on, any ideas?
I've created a custom ability. It's basically just makes a unit jump to a specific location(changing height and position of unit over 1 second). I've got a set of problems though, which i was hoping someone smart might be able to help me figure out.
My problem is that the maximum range for the ability is 600. But at times the user might want to use it at a shorter range. To figure out the range the user used the ability at i've used:
Variable - Set UnitStartLocation = (Position of (Triggering unit))
Variable - Set AbilityTargetPoint = (Triggering ability target point)
Variable - Set DistanceBetweenStartAndFinish = (Distance between AbilityTargetPoint and UnitStartLocation)
This works just fine, but if the uses the ability on a point more than 600 range away, the position of triggering unit will be the position of the unit when the ability was clicked, not when it actually starts. So if i click at the other end of the map with the ability, it will calculate a giant distance. Any ideas how to work around this?
I have a neutral unit which has an ability that lets you take control of it. Once you've taken control of it i want that ability to disappear, since it no longer has any use.
I'm trying to make a trigger that removes an ability from a unit. I can get it for enable/disable the ability, but not to remove it entire. Is this possible? I can see if possible to add/remove behavior?
I've searched the forums, but havn't been able to find anything that could do this. I am trying to give several neutral units and buildings abilities which players can use, and i really can't figure out how to do it. Any suggestions?
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@Molsterr:
Hi, thanks for your help.
The way i have done it is just to make an ability that does nothing and then have all of the things happen by triggers when the unit uses it. So I am not quite sure how to do what you described. It would be great if you could elaborate abit, i'm used to writting most of my stuff as triggers.
I've found this though in triggers:
Animation - Play Jump animation for (Actor for (Triggering unit)) as Default, using No Options options and Default Time blend time
This does exactly as i wanted, but i dont know if your solution is more effective regarding CPU use etc?
0
Hi.
I've created a custom ability for a reaper which moves it around. Right now it works fine with just moving it around, but the model is the same as when the reaper is standing still, which looks kind of dull. So i am trying to change it so it uses the model for a moving reaper while the ability is going on, any ideas?
0
Hi.
I've created a custom ability. It's basically just makes a unit jump to a specific location(changing height and position of unit over 1 second). I've got a set of problems though, which i was hoping someone smart might be able to help me figure out.
My problem is that the maximum range for the ability is 600. But at times the user might want to use it at a shorter range. To figure out the range the user used the ability at i've used:
Variable - Set UnitStartLocation = (Position of (Triggering unit))
Variable - Set AbilityTargetPoint = (Triggering ability target point)
Variable - Set DistanceBetweenStartAndFinish = (Distance between AbilityTargetPoint and UnitStartLocation)
This works just fine, but if the uses the ability on a point more than 600 range away, the position of triggering unit will be the position of the unit when the ability was clicked, not when it actually starts. So if i click at the other end of the map with the ability, it will calculate a giant distance. Any ideas how to work around this?
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That did the trick, thanks.
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Hi.
I've created a custom ability. When trying to do a trigger for when a unit uses the ability, i cant get the ability to show up under the Event:
Unit - Any Unit uses Ability at Generic1 - Any stage (Ignore shared abilities)
Clicking the ability then going to value, the ability just doesn't show up like the rest of the abilities. Any ideas what i'm doing wrong?
Any help is much appriciated.
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@siege911: Go
I have a neutral unit which has an ability that lets you take control of it. Once you've taken control of it i want that ability to disappear, since it no longer has any use.
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Hi.
I'm trying to make a trigger that removes an ability from a unit. I can get it for enable/disable the ability, but not to remove it entire. Is this possible? I can see if possible to add/remove behavior?
Any help is much appriciated.
0
Removed my post since i might have found a working solution myself.
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Hi
I've searched the forums, but havn't been able to find anything that could do this. I am trying to give several neutral units and buildings abilities which players can use, and i really can't figure out how to do it. Any suggestions?
Your help is much appriciated.