Hello. I am having trouble setting up Roaches to move while burrowed. I also need to figure out why the roaches auto-unburrow if they are computer-owned.
So far, I have tried these things:
- removed requirement from Burrow ability.
- added Scan Move button under the Attack button for the Burrowed Roach, and set it to Move -> Scan Move.
- cleared out the rules in any Requirements with the word "Tunneling" in them.
I am thinking I should probably just remove the link to the Requirement, but I cannot find the link. Here is what the "Explain Link" option says.
[Unit] Roach (Burrowed) <Command Card - Buttons - Requirements> ->
[Requirement] Player Has Tunneling Claws
I am making these changes in a completely new map - there are no triggers, and no other custom units.
I managed to get a successful workaround, by doing the following two things:
1) Data > Actors > Ghost > Event > right-click in Actor Event area > Add Event > Msg Type: Unit Birth, Source Name: Ghost > select Action Impact (nested under the Event I just created) > Msg Type: Set Opacity > Opacity: 0 => makes the unit transparent.
2) Data > Actors > Ghost > UI > Status Bar Flags > uncheck Life flag => hides health bar.
This workaround does not show the translucent cloaked effect, but that is fine - the radar blips show up, and so do the attack animations.
Thanks for the advice guys, even though I have not quite figured it out yet. I tried updating the blip actor to not inherit the cloak status. I also tried creating a custom search effect, but that is a little too advanced for me yet. I did however find a couple other threads on this same topic, one of which concluded that there is a bug that does not allow cloaked units to be radar-detectable. I pretty much confirmed this by setting up a trigger that sets the triggering unit's "Visible to Radar" state to true upon its entering the playable map area. Even with that, the cloaked units still did not show up on the radar. When I also set a trigger to set their "Detectable" state to true upon entering the map, they became visible when I walked up to them, but still were not visible on radar.
So as an alternative, I am now trying to figure out how to set a unit's alpha value / opacity to 0. I want the unit model to be invisible, but not its weapon animations. Any advice on how to do this? Thanks in advance!
Without testing the map, my suggestion would be to double check that everyone playing has their handicap set to 100%. If someone has handicap set to 50%, it would make sense that all of their units would have 50% hp. I tried it once in a custom game, and that is what happened to me.
Hello, I am trying to create a custom behavior based off of the Sensor Tower Radar. In particular, I am trying to get it to include cloaked units. While viewing the Radar Behavior, I went to Behavior -> Unit, and under the Radar Filter I set Cloaked = Allowed. I also set everything else in that filter to be allowed, just to make sure I did not miss something. Unfortunately that did not work - the radar behavior had no apparent change when I tested it on some cloaked enemy units. I looked through the other Behavior tabs, but have not yet found anything else that looks as promising. Any ideas? Thanks in advance!
Hello. When a spellcaster (e.g. an infestor) acquires a target, I want it to cast an ability (e.g. neural parasite) on the acquired target. I am able to do this with normal non-spellcaster units, but when it comes to spellcasters there seems to be some hidden AI flag such that the acquire target event never happens. I tried disabling all the spellcaster AI flags I could find, added weapons, confirmed that the default response behavior was "acquire", and confirmed that the stance was "offensive", but still no luck. Any ideas? Thanks in advance!
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Hello. I am having trouble setting up Roaches to move while burrowed. I also need to figure out why the roaches auto-unburrow if they are computer-owned.
So far, I have tried these things: - removed requirement from Burrow ability. - added Scan Move button under the Attack button for the Burrowed Roach, and set it to Move -> Scan Move. - cleared out the rules in any Requirements with the word "Tunneling" in them.
I am thinking I should probably just remove the link to the Requirement, but I cannot find the link. Here is what the "Explain Link" option says. [Unit] Roach (Burrowed) <Command Card - Buttons - Requirements> -> [Requirement] Player Has Tunneling Claws
I am making these changes in a completely new map - there are no triggers, and no other custom units.
Any suggestions? Thanks in advance!
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I found this thread useful in getting spellcasters to attack: <http://www.sc2mapster.com/forums/development/data/12756-giving-non-combat-units-weapons/#p3>
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I managed to get a successful workaround, by doing the following two things:
1) Data > Actors > Ghost > Event > right-click in Actor Event area > Add Event > Msg Type: Unit Birth, Source Name: Ghost > select Action Impact (nested under the Event I just created) > Msg Type: Set Opacity > Opacity: 0 => makes the unit transparent.
2) Data > Actors > Ghost > UI > Status Bar Flags > uncheck Life flag => hides health bar.
This workaround does not show the translucent cloaked effect, but that is fine - the radar blips show up, and so do the attack animations.
Thanks again for your help!
0
Thanks for the advice guys, even though I have not quite figured it out yet. I tried updating the blip actor to not inherit the cloak status. I also tried creating a custom search effect, but that is a little too advanced for me yet. I did however find a couple other threads on this same topic, one of which concluded that there is a bug that does not allow cloaked units to be radar-detectable. I pretty much confirmed this by setting up a trigger that sets the triggering unit's "Visible to Radar" state to true upon its entering the playable map area. Even with that, the cloaked units still did not show up on the radar. When I also set a trigger to set their "Detectable" state to true upon entering the map, they became visible when I walked up to them, but still were not visible on radar.
So as an alternative, I am now trying to figure out how to set a unit's alpha value / opacity to 0. I want the unit model to be invisible, but not its weapon animations. Any advice on how to do this? Thanks in advance!
0
@Rice87: Go
Without testing the map, my suggestion would be to double check that everyone playing has their handicap set to 100%. If someone has handicap set to 50%, it would make sense that all of their units would have 50% hp. I tried it once in a custom game, and that is what happened to me.
0
Hello, I am trying to create a custom behavior based off of the Sensor Tower Radar. In particular, I am trying to get it to include cloaked units. While viewing the Radar Behavior, I went to Behavior -> Unit, and under the Radar Filter I set Cloaked = Allowed. I also set everything else in that filter to be allowed, just to make sure I did not miss something. Unfortunately that did not work - the radar behavior had no apparent change when I tested it on some cloaked enemy units. I looked through the other Behavior tabs, but have not yet found anything else that looks as promising. Any ideas? Thanks in advance!
0
@FatCatTrap:
Good idea - I have not tried disabling the weapon animation, etc. Thanks FatCatTrap, I will give that a shot.
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Hello. When a spellcaster (e.g. an infestor) acquires a target, I want it to cast an ability (e.g. neural parasite) on the acquired target. I am able to do this with normal non-spellcaster units, but when it comes to spellcasters there seems to be some hidden AI flag such that the acquire target event never happens. I tried disabling all the spellcaster AI flags I could find, added weapons, confirmed that the default response behavior was "acquire", and confirmed that the stance was "offensive", but still no luck. Any ideas? Thanks in advance!