Does anyone know of any way to hide the cargo information from a transport? ie, show the weapons and armor statistics of the transport instead of the units inside of it?
I want to make multiple types of transports but I dont want the cargo units showing on the info pane.
I was wondering if anyone had any clues as to how to work an aircrafts pitch in relation to camera pitch?
I have figured out a way to turn a siege turret using triggers and actor messages and was wondering if anyone knew an actor message to change a flyers pitch?
I would like to link it to the camera pitch so that I can actually fly the ships with the mouse.
I don't know if this has been solved in another thread but thanks to s3rius's scripts, I was able to find a method to directly effect the turret rotation.
<File Reposted Below>
I have linked the turret rotation with an FPS style camera to better control the turrets movement. All of the turret control information is in the "Turret Update" trigger. TurretPosition[3] is the x([0]), y([1]), and z([2]) values of the turret actor. Also I have found out how to make s3rius's scripts from the presets. Lastly, keep in mind that s3rius has (and I maintained this) deleted the create events from the turret actors in question, which seems to be a vital part.
Variables TurretPosition[3], xOfPolarPoint, and yOfPolarPoint are used in the turret trigger.
The rest of the triggers and variables are for unit movement via arrow pad and camera control in FPS style.
I hope this helps all those who come next.
And again, thank you s3rius.
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Does anyone know of any way to hide the cargo information from a transport? ie, show the weapons and armor statistics of the transport instead of the units inside of it?
I want to make multiple types of transports but I dont want the cargo units showing on the info pane.
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@Lucavious: Go
about an hours worth of trigger play produced this:
Link Removed: http://www.mediafire.com/file/bzlg9zpze4azh02/Test - Size Modifying Upgrades.SC2Map
I believe this accomplishes what you are looking for efficiently. Hope it's what you wanted.
[Note] The growth variables represent percentage of original size.
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@DrSuperEvil: Go
Thats almost exactly what i did. A satellite unit above the target does the planet cracker on command.
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Excellent groundwork. Thank you muchly!
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I was wondering if anyone had any clues as to how to work an aircrafts pitch in relation to camera pitch?
I have figured out a way to turn a siege turret using triggers and actor messages and was wondering if anyone knew an actor message to change a flyers pitch?
I would like to link it to the camera pitch so that I can actually fly the ships with the mouse.
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Fugired it out:
1.Trigger:
Unit Selection - [unit] is Highlighted by [Player]
2. Actor Message:
Actor - Send actor message (ActorMessage("[HaloStart|HaloStop]")) to main actor of unit [unit]
3. Video Options:
Post-Processing>>Medium:(Halos Enabled)
Shaders>>Medium or higher
There you go.
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Its the same thing they use in story mode in the Hyperion. You hover over something interactable and it outlines it. Looking into it.
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Abilities and triggers come together to strike the ground with 100 million TeraVolts of pure, unadulterated energy.
Link Removed: http://www.mediafire.com/file/29uo9ab37adjoyo/Test - Orbital Cannon.SC2Map
Used a satellite unit to show on hero pane when available and to make the bean emission easy.
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I don't know if this has been solved in another thread but thanks to s3rius's scripts, I was able to find a method to directly effect the turret rotation.
<File Reposted Below>
I have linked the turret rotation with an FPS style camera to better control the turrets movement. All of the turret control information is in the "Turret Update" trigger. TurretPosition[3] is the x([0]), y([1]), and z([2]) values of the turret actor. Also I have found out how to make s3rius's scripts from the presets. Lastly, keep in mind that s3rius has (and I maintained this) deleted the create events from the turret actors in question, which seems to be a vital part. Variables TurretPosition[3], xOfPolarPoint, and yOfPolarPoint are used in the turret trigger.
The rest of the triggers and variables are for unit movement via arrow pad and camera control in FPS style.
I hope this helps all those who come next. And again, thank you s3rius.