Oh you mean the beam shrinks depending on the target? Then set the host for properties to _Selectable for the scope target of the effect.
Not quite. The beam of this ability just fires into the ground, and then an AoE erupts from the point of impact. I'm not worried about the scale of the beam too much (but it would be nice if it scaled along with the AoE). I'm looking to reduce the scale of the AoE primarily, since I've already reduced the radius of its search effect.
I'm beginning to wonder if I've even got the right actors. But there are only 4 editable actors in the ability - the two I've experimented with, and then what appears to be a sound actor and something called "PlanetCrackerShieldHitter (Unnamed)", which does not seem to have the same structure as the others.
I've run into a problem trying to scale the visual aspects of an ability down. The ability comes from a very large unit (Mothership) and is going on a much smaller unit (Zeratul), so I need to make it look smaller. I've already done this successfully with other abilities, but with this one I can't get it to work. So I'm hoping someone here can tell me what I'm doing wrong.
The ability in question is "Purifier - Planet Cracker", and what I've done to try and scale it is edit the two actors called "PurifierPlanetCrackerBeam (Unnamed)" and "PurifierPlanetCrackerImpact (Unnamed)", by adjusting the X,Y and Z under Art - Scale. I have also experimented with the Auto Scale Factor, but that didn't have any effect either.
Thanks. It turned out to be the Attack thing, which I had thought of, but it looked like he already had it. When I checked though, it wasn't the correct Attack ability, so I changed it and that worked.
That won't work. The whole point of this setup is that there's only one building in the whole map, and it's owned by Player 1, but everyone needs to be able to use it to train units and buy upgrades. And that's only doable with shared spending.
Simple question: How do I give Tassadar a weapon that actually works?
I've added it to his weapons list under the combat tab, but that didn't really do anything. What else do I need to do to make him use the weapon?
I don't need it to look pretty or anything. He can shoot out of his feet for all I care. I just want him to have a basic attack so he doesn't stand around and do nothing, or even worse, flee.
I tried implementing the trigger. It works pretty much the same as the one I was already using, by ensuring that everyone always has the same amount of minerals.
I can still buy a Zealot for 10 minerals, when each player has 5 minerals though.
What I am trying to achieve is the situation you would have in the original StarCraft when you played Team Melee. Two human beings who for the purposes of the game are one and the same player.
Shared vision, control and spending goes a long way towards this, but sadly each player still has their own pool of resources. I'm trying to merge the two pools, which was why my initial idea was to simply let player 2 earn nothing, and just display player 1's resources for him.
In your example above with 5 players sharing 10 minerals, I would not care who had the 10 minerals - they could all have 2, or one could have 10 - doesn't matter to me. What matters are the two following things:
1. They can only afford 1 of a unit that costs 10 minerals.
2. All of their mineral displays say "10", to show that they have 10 minerals on their "team".
Right now it seems like I can get either of those to be true, but only one at a time. I can either have minerals displayed correctly, as if all players share one big resource pool, but then spending will be weird and they can sometimes build more things than they should be able to afford. Or I can have spending work correctly, but when the 5-man team has 10 minerals total, each individual player will only see "2" in his mineral display.
Simple question (I think): How do I make Tassadar walk on the ground?
I've enabled collision with ground units for him, and given him the "Ground" mover, so he looks as if he's walking (ie. his feet move). But he's still up in the air, and I can't find anything that controls how high above the ground a unit is placed.
So, if anyone could help me get Tassadar down to earth, I'd really appreciate it =)
Thanks. I used your second suggestion and it seems to work well. However I still have a bit of a problem. With shared resources and spending for players 1 and 2, whenever both players have 20+ minerals, I am able to build units that cost 40 minerals, and it'll just take 20 from each player. That's basically what I'm trying to avoid. Is there any way to achieve that?
Is there a way to make a unit prioritize one of its weapons over the others? For example, can you make a Goliath always use its anti-air missiles, if air targets are in range, before moving on to ground targets?
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Not quite. The beam of this ability just fires into the ground, and then an AoE erupts from the point of impact. I'm not worried about the scale of the beam too much (but it would be nice if it scaled along with the AoE). I'm looking to reduce the scale of the AoE primarily, since I've already reduced the radius of its search effect.
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@LaxSalmon: Go
I gave that a try. It still won't scale down.
@DrSuperEvil: Go
I tried that too, with the same result as above.
I'm beginning to wonder if I've even got the right actors. But there are only 4 editable actors in the ability - the two I've experimented with, and then what appears to be a sound actor and something called "PlanetCrackerShieldHitter (Unnamed)", which does not seem to have the same structure as the others.
0
I've run into a problem trying to scale the visual aspects of an ability down. The ability comes from a very large unit (Mothership) and is going on a much smaller unit (Zeratul), so I need to make it look smaller. I've already done this successfully with other abilities, but with this one I can't get it to work. So I'm hoping someone here can tell me what I'm doing wrong.
The ability in question is "Purifier - Planet Cracker", and what I've done to try and scale it is edit the two actors called "PurifierPlanetCrackerBeam (Unnamed)" and "PurifierPlanetCrackerImpact (Unnamed)", by adjusting the X,Y and Z under Art - Scale. I have also experimented with the Auto Scale Factor, but that didn't have any effect either.
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@DrSuperEvil: Go
Thanks. It turned out to be the Attack thing, which I had thought of, but it looked like he already had it. When I checked though, it wasn't the correct Attack ability, so I changed it and that worked.
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@Mille25: Go
That won't work. The whole point of this setup is that there's only one building in the whole map, and it's owned by Player 1, but everyone needs to be able to use it to train units and buy upgrades. And that's only doable with shared spending.
0
Simple question: How do I give Tassadar a weapon that actually works?
I've added it to his weapons list under the combat tab, but that didn't really do anything. What else do I need to do to make him use the weapon?
I don't need it to look pretty or anything. He can shoot out of his feet for all I care. I just want him to have a basic attack so he doesn't stand around and do nothing, or even worse, flee.
Thanks in advance.
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@Mille25: Go
I tried implementing the trigger. It works pretty much the same as the one I was already using, by ensuring that everyone always has the same amount of minerals.
I can still buy a Zealot for 10 minerals, when each player has 5 minerals though.
0
Bump. Still haven't found a solution to this =/
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@Mille25: Go
Exactly. And all players should be able to see how much is in the pool.
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@Mille25: Go
What I am trying to achieve is the situation you would have in the original StarCraft when you played Team Melee. Two human beings who for the purposes of the game are one and the same player.
Shared vision, control and spending goes a long way towards this, but sadly each player still has their own pool of resources. I'm trying to merge the two pools, which was why my initial idea was to simply let player 2 earn nothing, and just display player 1's resources for him.
In your example above with 5 players sharing 10 minerals, I would not care who had the 10 minerals - they could all have 2, or one could have 10 - doesn't matter to me. What matters are the two following things:
1. They can only afford 1 of a unit that costs 10 minerals.
2. All of their mineral displays say "10", to show that they have 10 minerals on their "team".
Right now it seems like I can get either of those to be true, but only one at a time. I can either have minerals displayed correctly, as if all players share one big resource pool, but then spending will be weird and they can sometimes build more things than they should be able to afford. Or I can have spending work correctly, but when the 5-man team has 10 minerals total, each individual player will only see "2" in his mineral display.
0
Simple question (I think): How do I make Tassadar walk on the ground?
I've enabled collision with ground units for him, and given him the "Ground" mover, so he looks as if he's walking (ie. his feet move). But he's still up in the air, and I can't find anything that controls how high above the ground a unit is placed.
So, if anyone could help me get Tassadar down to earth, I'd really appreciate it =)
0
@Mille25: Go
Thanks. I used your second suggestion and it seems to work well. However I still have a bit of a problem. With shared resources and spending for players 1 and 2, whenever both players have 20+ minerals, I am able to build units that cost 40 minerals, and it'll just take 20 from each player. That's basically what I'm trying to avoid. Is there any way to achieve that?
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Is there any way to make Player 2 have Player 1's resources displayed in their resource box, instead of their own?
Example:
Player 2 has 0 minerals
Player 1 has 50 minerals
Both players' displayed mineral number is 50.
This is basically to make shared vision, control and spending behave in a way that makes more sense.
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I can't find this option anywhere. Would you mind telling me exactly where it is?
Thanks =)
0
Hey
Is there a way to make a unit prioritize one of its weapons over the others? For example, can you make a Goliath always use its anti-air missiles, if air targets are in range, before moving on to ground targets?