I copied the portrait actor and let the lichking actor use the copy, i started altering the stuff u said but for every sopattach i added the modelportait became black, couldn't even see the feet anymore...
I was still busy working on my imported units, everything works perfectly now except that the model portaits of the imported models are not positioned right. In the screenshot below you can see only the LichKings feet -.-, anyway to fix this? I have been looking around though and saw you can alter a portaits offset via a trigger, but ofcourse i want to fix this trough the data editor.
Hey, i don't know if this has anything to do with it but im giving a wild shot.
A few weeks earlier when i was mapping i found units randomly disappearing in my map, i was like wtf?
Then i took a long search and found out that if you add dependencies in a project youve been working on and turn the angle of the unit, they will randomly disappear in game :S
I was importing some wow models into my map and i noticed that the slection/highlight area of the units got way too large, as you can see in the screen the red dot is where i have my cursor but im still highlighting the lich king and im able to select him... i tried altering stuff with selection radius but it didn't do me any good.... anyone got any ideas about this?
I´m making a map in which a hero can spawn units next to him for assistance, everytime you use one of these unit calldowns its going to cost you minerals.
So the current situation here is when im attacking another hero and i use the ability, the unit will give priority to the ability and after resumes attacking. But when i use the spawn unit ability with shift to spawn like multiple units, the ability will be in like a que until the unit has stopped attacking.
I got an example in the screenshots below.
What i want to happen is that when a player uses `shift` to cast multiple units fast, the ability will also take priority over attacking.
Man this took me a pretty awful longtime to fix but its done now :p once i had changed the unit to game link i started getting error messages in my pick each unit action. Then i found out that the error occured cause i had nomore unit to refer to in locals only the "type" en eventually it became this:
Thnx for all the nice help!
on to the next problem!
RespawnEventsUnit-AnyUnitdiesLocalVariablesDiedunit=(Triggeringunit)<Unit>TypeDiedUnit=(Unittypeof(Triggeringunit))<GameLink-Unit>TempOwner=0<Integer>ConditionsOrConditions(Unittypeof(Triggeringunit))==Spaceknight(Commando)(Unittypeof(Triggeringunit))==SarahKerrigan(Char)(Unittypeof(Triggeringunit))==ZeratulActionsVariable-SetTempOwner=(OwnerofDiedunit)UI-Display"10 seconds til respawn!"for(Playergroup((Ownerof(Triggeringunit))))toErrorareaGeneral-Wait10.0GameTimesecondsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(TempOwnerisin(Playersonteam1))==TrueThenUnit-Create1TypeDiedUnitforplayerTempOwneratStartLocation001facingTower5(NoOptions)General-If(Conditions)thendo(Actions)elsedo(Actions)IfTempOwner==(Player1from(Playersonteam1))ThenUnitGroup-Pickeachunitin(Anyunitsin(Entiremap)ownedbyplayerTempOwnermatchingRequired:Heroic;Excluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)Camera-StopFollowingforplayerTempOwner(Unitgroup(Player1))withthecameraandClearCurrentTargetCamera-PanthecameraforplayerTempOwnertoStartLocation001over1.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningVariable-SetPlayer1=(Pickedunit)
Your anwser was very clear, It took me a few tries to set it up right and i thought i did everything but its not working yet :( heres what i got now:
RespawnEventsUnit-AnyUnitdiesLocalVariablesDiedUnit=NoUnit<Unit>TempOwner=0<Integer>ConditionsOrConditions(Unittypeof(Triggeringunit))==Spaceknight(Commando)(Unittypeof(Triggeringunit))==SarahKerrigan(Char)(Unittypeof(Triggeringunit))==ZeratulActionsVariable-SetDiedUnit=(Triggeringunit)Variable-SetTempOwner=(Ownerof(Triggeringunit))UI-Display"10 seconds til respawn!"for(Playergroup((Ownerof(Triggeringunit))))toErrorareaGeneral-Wait10.0GameTimesecondsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(TempOwnerisin(Playersonteam1))==TrueThenUnit-Create1(UnittypeofDiedUnit)forplayerTempOwneratStartLocation001facingTower5(NoOptions)General-If(Conditions)thendo(Actions)elsedo(Actions)IfTempOwner==(Player1from(Playersonteam1))ThenUnitGroup-Pickeachunitin(Anyunitsin(Entiremap)ownedbyplayerTempOwnermatchingRequired:Heroic;Excluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsCamera-StopFollowingforplayerTempOwner(Unitgroup(Player1))withthecameraandClearCurrentTargetCamera-PanthecameraforplayerTempOwnertoStartLocation001over1.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningVariable-SetPlayer1=(Pickedunit)ElseUnitGroup-Pickeachunitin(Anyunitsin(Entiremap)ownedbyplayer(OwnerofDiedUnit)matchingRequired:Heroic;Excluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsCamera-StopFollowingforplayerTempOwner(Unitgroup(Player2))withthecameraandClearCurrentTargetCamera-PanthecameraforplayerTempOwnertoStartLocation001over1.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningVariable-SetPlayer2=(Pickedunit)
thnx for your awnser man, but i don't understand what you mean, and if i did understand what you mean you want me to save the owner of the unit that died in a local variable and then have it check that ? also if thise is what you mean i dont know how this would help :(
0
@DrSuperEvil: Go
I copied the portrait actor and let the lichking actor use the copy, i started altering the stuff u said but for every sopattach i added the modelportait became black, couldn't even see the feet anymore...
0
Hey guys,
I was still busy working on my imported units, everything works perfectly now except that the model portaits of the imported models are not positioned right. In the screenshot below you can see only the LichKings feet -.-, anyway to fix this? I have been looking around though and saw you can alter a portaits offset via a trigger, but ofcourse i want to fix this trough the data editor.
thx
0
@zaysite: Go
pretty fucked up solution, but yeh i think i will make it work, thnx!
UPDATE
Works perfectly!
0
@blazingkin: Go
Hey,
I don't know for sure but i guess you can go to the mineral patch unit and look at the behavior mineral field, then you can edit data: harvest amount.
0
@Pottfish: Go
Hey, i don't know if this has anything to do with it but im giving a wild shot. A few weeks earlier when i was mapping i found units randomly disappearing in my map, i was like wtf? Then i took a long search and found out that if you add dependencies in a project youve been working on and turn the angle of the unit, they will randomly disappear in game :S
anyway, maybe it is this, maybe its sometin else.
0
Hey guys,
I was importing some wow models into my map and i noticed that the slection/highlight area of the units got way too large, as you can see in the screen the red dot is where i have my cursor but im still highlighting the lich king and im able to select him... i tried altering stuff with selection radius but it didn't do me any good.... anyone got any ideas about this?
thx
0
@Ahli634: Go
so you mean it isnt possible to get priority over an attack order for an ability casted while holding shift?
0
@Rice87: Go
anyone pls, i need this :(
0
@Ahli634: Go
I think i need to update my editor cause your testmap is giving me syntax errors ..
0
@DrSuperEvil: Go
I already tried it and pretty much all other flags...
0
Hey guys,
I´m making a map in which a hero can spawn units next to him for assistance, everytime you use one of these unit calldowns its going to cost you minerals. So the current situation here is when im attacking another hero and i use the ability, the unit will give priority to the ability and after resumes attacking. But when i use the spawn unit ability with shift to spawn like multiple units, the ability will be in like a que until the unit has stopped attacking. I got an example in the screenshots below.
What i want to happen is that when a player uses `shift` to cast multiple units fast, the ability will also take priority over attacking.
thnx for the time
0
@TheAlmaity: Go
Man this took me a pretty awful longtime to fix but its done now :p once i had changed the unit to game link i started getting error messages in my pick each unit action. Then i found out that the error occured cause i had nomore unit to refer to in locals only the "type" en eventually it became this:
Thnx for all the nice help!
on to the next problem!
0
@Kueken531: Go
Your anwser was very clear, It took me a few tries to set it up right and i thought i did everything but its not working yet :( heres what i got now:
0
@TheAlmaity: Go
ah thnx this clears things up! im going to try it and post the results :]
0
@Ahli634: Go
thnx for your awnser man, but i don't understand what you mean, and if i did understand what you mean you want me to save the owner of the unit that died in a local variable and then have it check that ? also if thise is what you mean i dont know how this would help :(