Yeah, when you place it on the ramp like in my map, it automatically (which ignore placement requirements on) angles to the slope the ramp if places on a ramp.
I was wondering if it was possible to get the visibility like warcraft 3 in terms of when you use an ability, you have to have explored that area... not necessarily have view of it but have seen it before. I am not quite sure of how to do it. I can make it so it is either you have to have vision of the target or you can target anywhere in the black mask. Any way in between. Thanks in advance!
Ok, to make this short and to the point, I was testing out my item for my inventory, just like all my other items i have done, but this one doesn't seem to be working. In fact, it actually deletes or at least hides an inventory spot so I can't click on it or see it any more. Sometimes even, it will delete or hide *ALL* inventory spots so I cant use any of them. Any suggestions?
Im not quite sure why it is but sometimes when I am working on a map it has the validators backwards, so instead of it having to be true, it has to be false or the other way around.
I was trying to get rid of a footprint ingame from a doodad that died, but the footprint remains. What I was trying to do was to make a footprint have an "overlay" property so it would go over it. I don't know if that is exactly how it works but I not quite sure what to do. Any help? Thanks in advance.
i jsut has a thought. What if i tryed to use the overlay footprint thing. Not quite sure how that works so maybe it would lay over the old footprint becuase i have a new doodad of a stump come up after u kill the tree. If someone could explain how overlay works for footprints, would be greatly appreciated. :D
I will try messing around with them. the Events - Remove field is more for (according to the description on the editor) removing event responses, what it will respond to.
Any ideas on how to destroy the footprint too? I have read online that when you use "Destroy" it disconnects the actor from the footprint so the footprint will linger while the actor goes away. Could anyone confirm this or does anyone have any suggestions. Thanks in advance.
Thanks for all the help, really appreciate it. Last thing is that the footprint doesn't go away when the actor does. It gets kill and everything but the footprint sticks around. Thanks in advance.
im having some trouble trying to get that to work. i don't know exactly what i need to change on my doodads that i have. I tryed looking into it but couldn't find anything else that makes sense to me to change.
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Yeah, when you place it on the ramp like in my map, it automatically (which ignore placement requirements on) angles to the slope the ramp if places on a ramp.
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I was wondering if it was possible to get the visibility like warcraft 3 in terms of when you use an ability, you have to have explored that area... not necessarily have view of it but have seen it before. I am not quite sure of how to do it. I can make it so it is either you have to have vision of the target or you can target anywhere in the black mask. Any way in between. Thanks in advance!
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Nevermind, I was able to solve the problem. Just a stupid mistake within the data editor :P
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Ok, to make this short and to the point, I was testing out my item for my inventory, just like all my other items i have done, but this one doesn't seem to be working. In fact, it actually deletes or at least hides an inventory spot so I can't click on it or see it any more. Sometimes even, it will delete or hide *ALL* inventory spots so I cant use any of them. Any suggestions?
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@celerisk: Go
Im not quite sure why it is but sometimes when I am working on a map it has the validators backwards, so instead of it having to be true, it has to be false or the other way around.
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@abvdzh: Go
Not quite sure if you just need the trigger example or a whole map example but here is a picture showing what I have in a map.
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I was trying to get rid of a footprint ingame from a doodad that died, but the footprint remains. What I was trying to do was to make a footprint have an "overlay" property so it would go over it. I don't know if that is exactly how it works but I not quite sure what to do. Any help? Thanks in advance.
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i jsut has a thought. What if i tryed to use the overlay footprint thing. Not quite sure how that works so maybe it would lay over the old footprint becuase i have a new doodad of a stump come up after u kill the tree. If someone could explain how overlay works for footprints, would be greatly appreciated. :D
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@BloodClud: Go
Its not a unit it is a doodad dying.
@DrSuperEvil: Go
I will try messing around with them. the Events - Remove field is more for (according to the description on the editor) removing event responses, what it will respond to.
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Any ideas on how to destroy the footprint too? I have read online that when you use "Destroy" it disconnects the actor from the footprint so the footprint will linger while the actor goes away. Could anyone confirm this or does anyone have any suggestions. Thanks in advance.
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I have the event action be "Destroy" but it only does the model pretty much. Not the footprint.
Edit: This is the picture of what I have so far on the actor.
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Thanks for all the help, really appreciate it. Last thing is that the footprint doesn't go away when the actor does. It gets kill and everything but the footprint sticks around. Thanks in advance.
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im having some trouble trying to get that to work. i don't know exactly what i need to change on my doodads that i have. I tryed looking into it but couldn't find anything else that makes sense to me to change.
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Well most of my map is going to be covered with trees and so far i dont even have like 1/10 of the map covered and it is already lagging.
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When I did that it lags up the game a lot. I have seen other game with a lot of trees and im wondering how they did it.