The difference would be that your unit would cast the ability on the spot and not run in range anymore, which would be exactly as the cursor indicates. With your current setup, it displays the cursor exactly where the ability would be executed, when your unit is finished running in range.
Heh, reminds me of my projects back in WC3. Back then my partner in crime was called froggygoggy. We shall see if the frog + cat combination is superior to frog + chicken :D (currently it totally looks like it is)
I know i can create new race in data editor. But how can i make it selectable in game lobby for UI changing purposes?
You cannot make a "real" new race selectable in lobby. You can fake one by using custom attributes, and use triggers to change the UI accordingly. It won't work perfectly, but for example this thread has some example maps demonstrating the extend of possible dynamic changes for the UI.
And we were supposed to guess that off the description "counter-clockwise boolean"? Seriously, we want to help you, but you need to describe what you want to do more accurately and in detail. We cannot read your mind, and noone of us has ever heard of a counter-clockwise boolean.
Besides, you probably wouldn't realize cycling weather states like this with booleans, a single integer would suffice.
You can probably use a text actor for this. Check the Immortal Shields actors to see, which events you need for an actor to be shown when a damage response triggers, then just add similar events to a text actor and make it display the dodge text.
Also note that the "dodge" will only block damage. If you, for example, dodge a marauder missile, it will still slow you, even if you avoid the damage.
I suggest using the Effect - Instant ability. The first effect executed by this should be a Create Persistent, add your launch effect to the Periodic Effects field, set the Periodic Offset to something like (0,-20,0), set the Period Count to 1, also make sure your launch effect is set to Target Point and not unit.
What Bommes said. We need more information. Give us a video. Or the XML data of your actors. Or some Screenshots of either the data or the problem ingame. Or an example map. Anything :)
I did read this 5 times now, and still I have no idea, what you are talking about.
What exactly is the purpose of this trigger? Is this a tutorial or is it a question? What does the ability do? What is the Hero Veterancy you use in your condition? What behavior are you talking about?
Unitrefs are used mostly as references in trigger events. Unitrefs have the advantage of being able to use different units while the unitref stays the same, for example when using a trigger event specific to that unit. You can use the UnitRefFromVariable (or something like that) function, which will cause the unitref to update based on the unit saved in the variable.
I have no idea what is faster, I would assume the difference is marginal and in most cases negligible.
That's exactly what i have been trying to do, but alas it is not working, i have changed almost everysingle thing in the data editor that could seem of use, but nothing .~ i'm guesing that this thing is inside the actors events, that is like one of the last places i have not searched in.
Certainly not, actor events do not have any influence on the actual gameplay, they can only affect visuals and sounds. I will take a look at the rocks.
€ could you give me an example of rocks with this behavior? If I just place some rocks on the map, right-clicking them causes my marines to attack them immediately.
€ okay, found some.
€ try unchecking the Destructible unit flag. That worked for me. You say, you tried that already, but that is exactly what changed the behavior on rocks from attack on rightclick to attack only when using the specific ability command for me.
Do not use a Unit type actor as an attachment, any unit can only support one unit actor in its scope. Use a Model actor instead (for attachments, I usually use type Model, based on Model Animation Style Continuous)
Also do not try to change your existing Unit type actor to a Model type, it produces a lot of strange errors. Delete it and create a new one from scratch.
You switch to XML view (CTRL + 3), then select your actor. It should highlight the first line of XML data of your actor, the actor looks like this:
(previous actor)
<CActorBlaid="MyActor"parent="SomeParent"Some=OtherStuff><!-- this line should be highlighted-->
(a bunch of stuff)
</CActorBla>
(next actor)
There will probably be a lot more entrys like this, make sure to only copy the actor you want to share.
Copy everyhing between these 2 tags (including the tags themselves) to pastebin or in your post.
If the missile should persist to rotate around a unit consistently and reliably, I don't know if that is possible via mover; in this case I would just use invisible model attachments and rotator site operations to make the model rotate around the unit visually.
If it has to be a missile, a Guidance mover targeted on the unit with a low Orientation vector and Arrival Test Type set to None might do the trick, but it will probably result in some sort of lurching movement rather than a consistent rotation. However, the Blizzard guys made sheep whirl around a unit like a tornado and claimed to be using the mover system for that, so there might be a better possibility I don't know about.
0
Make the range of the ability infinite (= 500).
The difference would be that your unit would cast the ability on the spot and not run in range anymore, which would be exactly as the cursor indicates. With your current setup, it displays the cursor exactly where the ability would be executed, when your unit is finished running in range.
0
Heh, reminds me of my projects back in WC3. Back then my partner in crime was called froggygoggy. We shall see if the frog + cat combination is superior to frog + chicken :D (currently it totally looks like it is)
0
You cannot make a "real" new race selectable in lobby. You can fake one by using custom attributes, and use triggers to change the UI accordingly. It won't work perfectly, but for example this thread has some example maps demonstrating the extend of possible dynamic changes for the UI.
0
And we were supposed to guess that off the description "counter-clockwise boolean"? Seriously, we want to help you, but you need to describe what you want to do more accurately and in detail. We cannot read your mind, and noone of us has ever heard of a counter-clockwise boolean.
Besides, you probably wouldn't realize cycling weather states like this with booleans, a single integer would suffice.
0
You can probably use a text actor for this. Check the Immortal Shields actors to see, which events you need for an actor to be shown when a damage response triggers, then just add similar events to a text actor and make it display the dodge text.
Also note that the "dodge" will only block damage. If you, for example, dodge a marauder missile, it will still slow you, even if you avoid the damage.
0
I suggest using the Effect - Instant ability. The first effect executed by this should be a Create Persistent, add your launch effect to the Periodic Effects field, set the Periodic Offset to something like (0,-20,0), set the Period Count to 1, also make sure your launch effect is set to Target Point and not unit.
0
What Bommes said. We need more information. Give us a video. Or the XML data of your actors. Or some Screenshots of either the data or the problem ingame. Or an example map. Anything :)
0
I did read this 5 times now, and still I have no idea, what you are talking about.
What exactly is the purpose of this trigger? Is this a tutorial or is it a question? What does the ability do? What is the Hero Veterancy you use in your condition? What behavior are you talking about?
0
Unitrefs are used mostly as references in trigger events. Unitrefs have the advantage of being able to use different units while the unitref stays the same, for example when using a trigger event specific to that unit. You can use the UnitRefFromVariable (or something like that) function, which will cause the unitref to update based on the unit saved in the variable.
I have no idea what is faster, I would assume the difference is marginal and in most cases negligible.
0
Certainly not, actor events do not have any influence on the actual gameplay, they can only affect visuals and sounds. I will take a look at the rocks.
€ could you give me an example of rocks with this behavior? If I just place some rocks on the map, right-clicking them causes my marines to attack them immediately.
€ okay, found some.
€ try unchecking the Destructible unit flag. That worked for me. You say, you tried that already, but that is exactly what changed the behavior on rocks from attack on rightclick to attack only when using the specific ability command for me.
0
Shouldn't that already work, if you just give the rocks to a non-hostile neutral player?
0
Do not use a Unit type actor as an attachment, any unit can only support one unit actor in its scope. Use a Model actor instead (for attachments, I usually use type Model, based on Model Animation Style Continuous)
Also do not try to change your existing Unit type actor to a Model type, it produces a lot of strange errors. Delete it and create a new one from scratch.
0
You switch to XML view (CTRL + 3), then select your actor. It should highlight the first line of XML data of your actor, the actor looks like this:
There will probably be a lot more entrys like this, make sure to only copy the actor you want to share.
Copy everyhing between these 2 tags (including the tags themselves) to pastebin or in your post.
0
That sounds about right, could you post the XML data of the actor?
0
If the missile should persist to rotate around a unit consistently and reliably, I don't know if that is possible via mover; in this case I would just use invisible model attachments and rotator site operations to make the model rotate around the unit visually.
If it has to be a missile, a Guidance mover targeted on the unit with a low Orientation vector and Arrival Test Type set to None might do the trick, but it will probably result in some sort of lurching movement rather than a consistent rotation. However, the Blizzard guys made sheep whirl around a unit like a tornado and claimed to be using the mover system for that, so there might be a better possibility I don't know about.