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    posted a message on Air unit pathing and structures

    Maybe I can rephrase that more simply. Basically, I need an air unit that treats cliffs as impassable barriers, and therefore paths around them. (That last part is why air blockers don't work.)

    Posted in: Miscellaneous Development
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    posted a message on Air unit pathing and structures

    Is there any way to make an air unit not path over terrain cliffs, but still ignore structures? I tried changing the air unit's mover to ground, so it paths like a ground unit and removed all collision. This made it avoid the cliffs, but it pathed around structures even though it had no collision with them. Air pathing blockers do not work for this, since the unit's path still acts like it can go through those, even though it can't.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    I have a very confusing issue. I have a structure with a model addition with a turret on it. When I pre-place the structure in the editor, the turret activates properly, but if I build the structure, or morph to it from another unit, the turret will not activate. Also, what causes the turret enable event to trigger? I can't find any connection between the turret and turret actor and the rest of the unit.

    Posted in: Tutorials
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    posted a message on Preventing triggers from firing multiple times simultaneously?
    Quote from XGDragon: Go

    @schiZm22: Go

    You can create a boolean that goes true once the trigger fires and goes false 0.5 seconds later. This way, the trigger will have a "cooldown" of 0.5 seconds.

    Using this method worked perfectly. Thanks a lot.

    Posted in: Triggers
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    posted a message on Preventing triggers from firing multiple times simultaneously?

    I have a setup where whenever an enemy unit is killed, it runs a trigger to check if it was the last enemy unit. However, if the last several units are killed simultaneously, it runs the check multiple times. I'm trying to figure out a way to make it so it can't fire more than once at a time. Suggestions?

    Posted in: Triggers
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    For a beam chain like on the lightning tower, how would I go about making it so the successive beams are delayed, or fire after the first animation finishes? i.e. beam 1 plays then beam 2 plays etc.

    The glaive wurm shows how it's done with missiles, but is there a way for beams?

    Also another small problem: When the initial beam on my beam chain kills a unit outright, the successive beams originate from the tower, not the search. I have it set to target unit/point, but it doesn't seem to recognize any points if I just set it to target point.

    Posted in: Tutorials
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    posted a message on Keeping unit orders after behavior change?

    @RilyStarcraft

    I think what you suggested will work for my situation, but I'm having trouble making a trigger that fires when the behavior effect on expiration triggers.

    Posted in: Data
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    posted a message on Keeping unit orders after behavior change?

    I am making a TD map, so all the creeps need to remember their order to go to the end point. One of my towers applies a behavior that freezes units in place. Is there a way to make the frozen units remember their movement order after the freeze behavior ends?

    Posted in: Data
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    posted a message on [Data] Working with Beams (Beginner Difficulty)
    Quote from ProzaicMuze: Go

    @schiZm22 - Open up the model in the previewer and in the bottom right is a bar with the name of the animation playing. You can right click on this and near the top is where you can select other animations the model has. Any of the animations in this list can be linked in Animation Properties* for actor events. So while the diamondback beam has the animation you want, the void ray beam does not.

    Ah thanks that clears that up perfectly. So much of this editor is just figuring out what each of the bazillion options means and what it references.

    Posted in: Tutorials
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    posted a message on Giving a unit building collision

    Doing that did work to make the unit shoot in any direction, but it still doesn't rotate to face its target. I guess turrets have to be used for that. Oh well, what you suggested might work for my purposes so thanks.

    Posted in: Data
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    How can you tell which animation properties apply to which models? I was following this tutorial to make a beam for my photon cannon, but when i tried to use the void ray beam instead of the diamondback beam, the beam doesn't show up. It worked fine with the diamondback beam, however.

    Posted in: Tutorials
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    posted a message on Giving a unit building collision

    I'm trying to make a TD with units that act as towers, but if i give the unit a building footprint, it no longer turns to face its target. Is there any way to make a building able to rotate to face target without using turrets?

    Posted in: Data
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