No, those return real numbers, and either way, always returns 0. In fact, all 3 functions I listed above always return 0, thinking that no Nuke is in the Ghost Academy when there is one.
In the Guardian Shield actor there are 2 flag fields: "Model Flags", and "Flags", and nothing in either seems relevant. Also, in the Guardian Shield model, there is a field, "Flags", which contains "Fog of War". Even with that unchecked it still behaves as described.
I have a structure, called a Shield Tower, which has a permanent large-radius Guardian Shield. The issue is: if an enemy unit does not have sight of the Shield Tower, the Guardian Shield is invisible; it's not until the Shield Tower is within line of sight that the Guardian Shield actor becomes visible as well.
Any ideas how to make this always visible, regardless of the visibility of the tower?
Are you saying that loaded units are removed from control groups into which triggers add other units?
Yes, this.
For example, let's say 10 Marines are in control group 1. I load them into a Bunker, and 4 of them enter. Now, let's say my periodic trigger fires (which runs every second or so); this now spawns a Marine and adds that unit to control group 1. Finally, I unload the Bunker...only 7 of the 11 Marines will be in control group 1, and the 4 that were in the Bunker were removed.
I'm confident that it's during the action "Add unit to control group" in which units currently loaded into a Bunker, or even a transport for that matter, are removed from the target control group. In my map, units in control groups other than 1 may load/unload and remain in their control group without issue, because my periodic trigger only affects units in control group 1.
Prior to 2.0.4, the trigger worked fine, which leads me to believe this is an editor bug.
EDIT: It looks the issue is related to the trigger action "Add unit to control group". I have a trigger which periodically spawns and adds units to a control group. If I remove the "Add unit to control group" line, correct behavior of the units is restored...
Since the HotS patch, units loaded into a Bunker are removed from the Control Group they were in.
Any ideas how to solve this, so that when a unit is unloaded it remains in its control group? If I have to, I'll write a trigger that fires when a unit is unloaded, but I feel like there should be a more simple solution.
Having an issue: Units loaded into a Bunker are removed from the Control Group they were in now, but unsure how to fix this (other than a trigger that fires when ability 'unload' is cast to then pick all units of triggering player and add to control group 1).
After reading through the thread and experimenting on my own, it appears to me that using the default way sc2 units attack is not going to lead to an elegant solution.
I think the only robust way to implement Sirrace's vision is to make all units have a projectile-based attack. The Shield itself could be a no-collision unit created when "Shield Generator" is cast, so that the projectiles can be made to collide with the shield using a search-area effect, provide a visual effect (which could be done by giving the Shield unit protoss shields), while allowing units inside the shield to attack each other as normal (including the ability to directly attack the Shield Generator Tower).
As for spells, I believe these would also have to be remade into projectile type effects as well.
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@XenoZergNid: Go
No, those return real numbers, and either way, always returns 0. In fact, all 3 functions I listed above always return 0, thinking that no Nuke is in the Ghost Academy when there is one.
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bump
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I thought this would be a trivial issue, but it's giving me a really hard time. Things I've tried:
"Magazine Count of Unit"
"Ability Charge Info For Unit"
"Charge Used For Unit Ability"
No luck. Thanks in advance for any help.
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Have an idea? Found a bug? Liked or disliked something? Feel free to leave a comment here.
Thanks for playing!
official blizzard thread: http://us.battle.net/sc2/en/forum/topic/8518302657
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@JacktheArcher: Go
Thanks for the help. I ended up just going to Units > Shield Tower > (Basic) Fog Visibility: "Dimmed", and that worked.
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@JacktheArcher: Go
Could you be a little more specific?
In the Guardian Shield actor there are 2 flag fields: "Model Flags", and "Flags", and nothing in either seems relevant. Also, in the Guardian Shield model, there is a field, "Flags", which contains "Fog of War". Even with that unchecked it still behaves as described.
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I have a structure, called a Shield Tower, which has a permanent large-radius Guardian Shield. The issue is: if an enemy unit does not have sight of the Shield Tower, the Guardian Shield is invisible; it's not until the Shield Tower is within line of sight that the Guardian Shield actor becomes visible as well.
Any ideas how to make this always visible, regardless of the visibility of the tower?
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@IKill11: Go
Use the trigger action "Text Message". :)
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@TrenchaunT: Go
Out of curiosity, is there a good place I can report this bug to Blizzard?
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Yes, this.
For example, let's say 10 Marines are in control group 1. I load them into a Bunker, and 4 of them enter. Now, let's say my periodic trigger fires (which runs every second or so); this now spawns a Marine and adds that unit to control group 1. Finally, I unload the Bunker...only 7 of the 11 Marines will be in control group 1, and the 4 that were in the Bunker were removed.
I'm confident that it's during the action "Add unit to control group" in which units currently loaded into a Bunker, or even a transport for that matter, are removed from the target control group. In my map, units in control groups other than 1 may load/unload and remain in their control group without issue, because my periodic trigger only affects units in control group 1.
Prior to 2.0.4, the trigger worked fine, which leads me to believe this is an editor bug.
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@TrenchaunT: Go
Yes, always happens, no exceptions I'm aware of.
EDIT: It looks the issue is related to the trigger action "Add unit to control group". I have a trigger which periodically spawns and adds units to a control group. If I remove the "Add unit to control group" line, correct behavior of the units is restored...
This might actually be an editor bug.
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@zorbotron: Go
Doesn't just happen to Bunkers, any transport as well.
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Since the HotS patch, units loaded into a Bunker are removed from the Control Group they were in.
Any ideas how to solve this, so that when a unit is unloaded it remains in its control group? If I have to, I'll write a trigger that fires when a unit is unloaded, but I feel like there should be a more simple solution.
Thanks!
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Having an issue: Units loaded into a Bunker are removed from the Control Group they were in now, but unsure how to fix this (other than a trigger that fires when ability 'unload' is cast to then pick all units of triggering player and add to control group 1).
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After reading through the thread and experimenting on my own, it appears to me that using the default way sc2 units attack is not going to lead to an elegant solution.
I think the only robust way to implement Sirrace's vision is to make all units have a projectile-based attack. The Shield itself could be a no-collision unit created when "Shield Generator" is cast, so that the projectiles can be made to collide with the shield using a search-area effect, provide a visual effect (which could be done by giving the Shield unit protoss shields), while allowing units inside the shield to attack each other as normal (including the ability to directly attack the Shield Generator Tower).
As for spells, I believe these would also have to be remade into projectile type effects as well.