Using a Site Operation (Local Offset) actor to alter the impact point for a missile [i.e Impact Point Site Operations], works fine however I cant seem to figure out how to set the Offset to be local i.e referencing the missile vector or unit facing value and not use global x y z offsets
Whether Signals act like variables (i.e are they a one off signal, or can newly created actors (created after a signal was 'sent') reference a previous signal?).
Can you create arrays out of them.
If anyone has the time to help that would be much appreciated, whether it be explanations or simply links to tutorials.
Cant find much after searching for quite a while.
Attempting to replicate the Wild Mutation ability of Kerrigan's from HoTS, however one thing has me stumped.
When the ability is cast it increases a units max shields (or rather gives them shields) for a short duration, however when hovering over the wire frame of an effected unit it is referred to as "Shell" not "Shield" and is coloured dark green instead of the normal blue.
This is only the case for zerg units that are referenced in the actors for Wild Mutation, for any other unit it reverts to using "Shield" and a blue tint.
Anybody know where/ what entry is responsible for changing "Shields"' to "Shell" in the UI wire frame area, as well as the colour???
Yea got a BehaviorLevel.xxxx.Start with a Level Term in there as well.
Played around with the Host + but couldn't figure it out; using Actor: Implicit, Effect: None, Scope: Implicit, Subject: Actor xxxx which is where I'm guessing I would need to adjust something?
Have a Model Addition Actor that adds a model when ever a behavior is landed on the unit via Events. There is, however, multiple instances of this unit through out my map, and as such when ever the specific behavior lands on any instance of the unit it adds the model to all units, resulting in stacks of Model Additions on each unit.
Wondering how to change this so only the unit that the behavior lands on is targeted with the Model Addition, presumably through Host + options or a term in the Events + ?
Hey all,
looking for a trigger to detect how many players are playing in a custom game at the start of a match (i.e how many were in the lobby) so I can set up buildings for each player playing and not just for every available player slot.
Cheers
Looking for a way to set a models facing direction (i.e rotation) based on which player the unit belongs to, so that 2 players would build the same unit (a building) and have say player 1's unit facing east and player 2's unit facing west. It is purely for a visual reference and so doesn't need to alter the units facing angle (units tab).
I have mucked around with Set Rotation in events+ but it does not appear to work/ its secret remains a mystery.
Works a treat, used a fresh Model - Placement Model (non default) actor and was able to apply all of the changes via its Events and Host Site Operations so didn't have to use a model swap in the end (tho I have only tried this with 1 unit so far, so the Model Swap might be useful for managing multiple units running off that same [Model - Placement Model] actor I'm guessing).
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Hey all,
Using a Site Operation (Local Offset) actor to alter the impact point for a missile [i.e Impact Point Site Operations], works fine however I cant seem to figure out how to set the Offset to be local i.e referencing the missile vector or unit facing value and not use global x y z offsets
Anyone know what I'm missing?
Thanks in advanced
0
Hi all,
Anyone know if its possible to preview a unit AND any model attachments connected to it in the preview window?
Would make it easier to fine tune model addition actors but seems only for core model data.
Cheers
0
Thanks heaps abvdzh
Much appreciated!
0
Hey all,
Finding it hard to understand Signals in Actors;
Not sure how to set them up.
How to reference them.
Whether Signals act like variables (i.e are they a one off signal, or can newly created actors (created after a signal was 'sent') reference a previous signal?).
Can you create arrays out of them.
If anyone has the time to help that would be much appreciated, whether it be explanations or simply links to tutorials. Cant find much after searching for quite a while.
Cheers
0
Hey all,
Anyone know how to set a Term in Actors as Animation NOT Playing?
Thanks in advance
0
Thanks heaps TheSC2Maniac! Much appreciated
0
Hey all,
Attempting to replicate the Wild Mutation ability of Kerrigan's from HoTS, however one thing has me stumped.
When the ability is cast it increases a units max shields (or rather gives them shields) for a short duration, however when hovering over the wire frame of an effected unit it is referred to as "Shell" not "Shield" and is coloured dark green instead of the normal blue.
This is only the case for zerg units that are referenced in the actors for Wild Mutation, for any other unit it reverts to using "Shield" and a blue tint.
Anybody know where/ what entry is responsible for changing "Shields"' to "Shell" in the UI wire frame area, as well as the colour???
Thanks in advance
0
Yea got a BehaviorLevel.xxxx.Start with a Level Term in there as well.
Played around with the Host + but couldn't figure it out; using Actor: Implicit, Effect: None, Scope: Implicit, Subject: Actor xxxx which is where I'm guessing I would need to adjust something?
0
Hi,
Have a Model Addition Actor that adds a model when ever a behavior is landed on the unit via Events. There is, however, multiple instances of this unit through out my map, and as such when ever the specific behavior lands on any instance of the unit it adds the model to all units, resulting in stacks of Model Additions on each unit.
Wondering how to change this so only the unit that the behavior lands on is targeted with the Model Addition, presumably through Host + options or a term in the Events + ?
Thanks in advance
0
Thanks heaps guys, much appreciated
0
Hey all, looking for a trigger to detect how many players are playing in a custom game at the start of a match (i.e how many were in the lobby) so I can set up buildings for each player playing and not just for every available player slot. Cheers
0
Hey peeps, looking for a way to change a global trigger variable using a data effect (or other data tab function)
Thanks in advance
0
Looking for a way to set a models facing direction (i.e rotation) based on which player the unit belongs to, so that 2 players would build the same unit (a building) and have say player 1's unit facing east and player 2's unit facing west. It is purely for a visual reference and so doesn't need to alter the units facing angle (units tab).
I have mucked around with Set Rotation in events+ but it does not appear to work/ its secret remains a mystery.
Cheers
0
@DrSuperEvil: Go
Booyah !
Works a treat, used a fresh Model - Placement Model (non default) actor and was able to apply all of the changes via its Events and Host Site Operations so didn't have to use a model swap in the end (tho I have only tried this with 1 unit so far, so the Model Swap might be useful for managing multiple units running off that same [Model - Placement Model] actor I'm guessing).
Thanks again mate.
0
@DrSuperEvil: Go
Thanks DrSuperEvil checking into it now.