I am creating a custom dialog that displays a unit's model as one of its dialog items. At the moment everything is looking good, but I want the unit model in the dialog to stop rotating automatically. Is there a way I can do this? Some modification to the actor? A trigger? It doesn't seem to have anything to do with the unit tab as making it a structure will still cause the model to turn.
In StarCraft II costs are usually relative. Example: Upgrading a unit that costs 50 minerals to a unit that costs 70 minerals would cost you the difference, not the total. So upgrading this example unit would cost 20 minerals. Similarly, if the unit initially costed 150 minerals and the upgrade unit costed 45 minerals, then the upgrade cost would be -105 minerals, because it charges you the difference.
My guess is (though I may be wrong), that you are upgrading a unit to another unit and its cost is lower than the initial unit.
Found a way to fix it. I added a new term to Effect.RifleSearchArea.Stop of the type At Target which seems to check that the target has been hit before sending the ActionImpactPhysics message.
Let me preface this with the fact, that my expertise concerning actors and how to properly use them is comparatively poor.
I am currently implementing a system into my map that changes the way units shoot, causing their weapons to have a form of bullet spray - simulating bullet spray. This means that my units will shoot a bullet at a location even if that location has no valid targets in it.
I modelled my system on a tutorial found here: LINK. Everything works perfectly fine, but I noticed (and this is a problem that the aforementioned tutorial has as well) that whenever a bullet shoots without hitting any targets, the following Warning Message is thrown:
CActorAction(RifleAttack) Data Configuration Error: ActionImpactPhysics message arrived before CActorAction(RifleAttack) commenced.
Could someone please enlighten me as to how I may alleviate this issue; I think an actor message needs to be added/modified somewhere, but I am certain as to the where and what.
I am completely aware of that. The problem is, as I explained in my original post that due to the unit using the Arm Magazine ability with an external offset (like the Broodlord's Broodlings) the radius of the unit absolutely has to be 0 for the external units to be in the right position.
I have been wrecking my brain over a problem that I simply cannot find the solution to.
In my map I have a unit type that has a radius of 0.00 (this absolutely has to be) and a player could be controlling multiple units of this type.
Now my problem is, that when multiple of these units are ordered to move to the same location at once they all clutter up into one ugly bunch.
I can't prevent them from taking up the same space as their radius is always 0 and the Data: Separation Radius field only works on flying units and furthermore also only if those units have a radius.
Why does the radius have to be 0.00? Because I am using an external magazine ability and the position of external units takes the producing unit's radius into account. For the units to be in the right position the radius of their owner has to be 0.00.
And I am aware that this could be done via a Persistent Search Area Effect, or Triggering, but both of those solutions are very resource intensive, so I would like to stay the hell away from them.
I fiddled around with movers a little. At the moment the best solution I could come up with is:
1. Go into pathing layer and manually apply ground pathing to all space areas (careful not to touch the cliffs).
2. Create a new mover based on Avoid, set Height to Air and Pathing to Flying.
3. Change all the space units Movement: Collision to include Ground and change Mover to the recently created mover.
The only problem is that it is quite labour-intensive to apply the ground pathing and it is still by no means an optimal solution. I also found that if you were to use the normal Fly mover units will collide with everything because of its Flock pathing.
I am still looking for ways to improve this. Either by finding a way to change the lowest cliff level to ground-pathable. Alternatively, if anyone would know how to extract the pathing/cliff maps and read them. Then I could create an algorithm to change the pathing on the lowest cliff levels automatically, which would be more reliable and faster.
I am basically trying to make a map with several floating space platforms (meaning that the level 0 terrain is space) and I want to prevent flying units from entering the space platforms (higher than level 0 terrain: not space). This is currently working less than well. A few solutions have come to my mind, but they are all imperfect:
Place no-flight zones around all platforms, blocking flying units
This causes problems with their pathing
It requires a lot of work
Use triggers to prevent any units that enter / are ordered to enter a platform from doing so
Too much room for error
A lot of work
Still problems with pathing
Make the flying units move like ground units by adding the Collide: Ground flag
Ground units cannot move on space at all
This would be perfect if there was a way to make space walk-able for ground units.
Make the flying units move like ground units and use the pathing tool to turn all the space into ground pathing
This is at the moment my best solution, but still requires a lot of work.
Preferably I would find a way to change a units pathing (or the way that the space background works) so that it can walk on space like a normal ground unit. This would prevent it from scaling cliffs (which are space platforms) and thus solve my problem. Anyone know how to do this or has an easier solution?
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I am creating a custom dialog that displays a unit's model as one of its dialog items. At the moment everything is looking good, but I want the unit model in the dialog to stop rotating automatically. Is there a way I can do this? Some modification to the actor? A trigger? It doesn't seem to have anything to do with the unit tab as making it a structure will still cause the model to turn.
0
In StarCraft II costs are usually relative. Example: Upgrading a unit that costs 50 minerals to a unit that costs 70 minerals would cost you the difference, not the total. So upgrading this example unit would cost 20 minerals. Similarly, if the unit initially costed 150 minerals and the upgrade unit costed 45 minerals, then the upgrade cost would be -105 minerals, because it charges you the difference.
My guess is (though I may be wrong), that you are upgrading a unit to another unit and its cost is lower than the initial unit.
0
Found a way to fix it. I added a new term to Effect.RifleSearchArea.Stop of the type At Target which seems to check that the target has been hit before sending the ActionImpactPhysics message.
0
Let me preface this with the fact, that my expertise concerning actors and how to properly use them is comparatively poor. I am currently implementing a system into my map that changes the way units shoot, causing their weapons to have a form of bullet spray - simulating bullet spray. This means that my units will shoot a bullet at a location even if that location has no valid targets in it.
I modelled my system on a tutorial found here: LINK. Everything works perfectly fine, but I noticed (and this is a problem that the aforementioned tutorial has as well) that whenever a bullet shoots without hitting any targets, the following Warning Message is thrown:
CActorAction(RifleAttack) Data Configuration Error: ActionImpactPhysics message arrived before CActorAction(RifleAttack) commenced.
Could someone please enlighten me as to how I may alleviate this issue; I think an actor message needs to be added/modified somewhere, but I am certain as to the where and what.
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Never mind, I found a shifty but working solution to my problem.
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@Exaken: Go
I am completely aware of that. The problem is, as I explained in my original post that due to the unit using the Arm Magazine ability with an external offset (like the Broodlord's Broodlings) the radius of the unit absolutely has to be 0 for the external units to be in the right position.
0
Hello fellow Mapsters,
I have been wrecking my brain over a problem that I simply cannot find the solution to. In my map I have a unit type that has a radius of 0.00 (this absolutely has to be) and a player could be controlling multiple units of this type.
Now my problem is, that when multiple of these units are ordered to move to the same location at once they all clutter up into one ugly bunch. I can't prevent them from taking up the same space as their radius is always 0 and the Data: Separation Radius field only works on flying units and furthermore also only if those units have a radius.
Why does the radius have to be 0.00? Because I am using an external magazine ability and the position of external units takes the producing unit's radius into account. For the units to be in the right position the radius of their owner has to be 0.00.
And I am aware that this could be done via a Persistent Search Area Effect, or Triggering, but both of those solutions are very resource intensive, so I would like to stay the hell away from them.
0
You made both of those map. Not a very subtle way to blatantly advertise yourself.
0
I fiddled around with movers a little. At the moment the best solution I could come up with is:
1. Go into pathing layer and manually apply ground pathing to all space areas (careful not to touch the cliffs). 2. Create a new mover based on Avoid, set Height to Air and Pathing to Flying. 3. Change all the space units Movement: Collision to include Ground and change Mover to the recently created mover.
The only problem is that it is quite labour-intensive to apply the ground pathing and it is still by no means an optimal solution. I also found that if you were to use the normal Fly mover units will collide with everything because of its Flock pathing.
I am still looking for ways to improve this. Either by finding a way to change the lowest cliff level to ground-pathable. Alternatively, if anyone would know how to extract the pathing/cliff maps and read them. Then I could create an algorithm to change the pathing on the lowest cliff levels automatically, which would be more reliable and faster.
0
I am basically trying to make a map with several floating space platforms (meaning that the level 0 terrain is space) and I want to prevent flying units from entering the space platforms (higher than level 0 terrain: not space). This is currently working less than well. A few solutions have come to my mind, but they are all imperfect:
Preferably I would find a way to change a units pathing (or the way that the space background works) so that it can walk on space like a normal ground unit. This would prevent it from scaling cliffs (which are space platforms) and thus solve my problem. Anyone know how to do this or has an easier solution?