I'm looking to hide the upgrade levels on the icons of my weapons, life armor and shield armor. I'm dreadful at customizing the game UI and I was hoping someone could help me by briefly explaining how I should make this happen.
For now I'm going to use the trigger, also provided in this thread, to make my missiles go in a straight line untill they reach the map edge. It suits my needs perfectly aswell, I was just very curious about the way you did it.
I couldnt help the fact that the missiles kept being directed to the same mapcorner every time. I even put a create-unit to the persistant, which spawned a unit in front of the missile flawlessly every period of my behavior, which leads me to believe somewhere I made a mistake in my redirection-effect.
I wouldve liked to know wether I couldve done with the data editor that which now I'm doing with the aforementioned trigger, but I can't figure out my flaw.
sorry for digging up a somewhat older thread, however I'm very curious about the described method of making missiles that keep going straight. I tried making what was described, however my missiles keep redirecting themselves to the lower left corner of them map, regardless of where my missile is being launched from it's persistant in the map.
Does anyone have a possible answer? I would very much like to know how to make this work.
I tried copying some flying units, but their missiles now launch from their origin point on the ground. Before, managed this by offsetting the height with the "UI - Height" in the missile-unit's settings. But now I've put an snare-to-the-ground like ability in my game, this band-aid fix is no longer sufficient. Because if the air unit is snared to the ground, the missile would still spawn at the original flying height.
I've tried setting the "launch site" to the weapon or hand of the flying unit, also tried the changing "attachment query", but neither would help. Can someone briefly explain to me how I can make the launchlocation of my air unit scale with the height of my unit?
I got a Highelf Lieutenant which I'm trying to get to use his "Stand Defend" and "Walk Defend" animations instead of his regular stand and walk animation. I'm not that experienced with actors and models, so I was hoping someone could give me a brief explanation on how to get that done.
So the only way to get the resource system the way I described is by doing all costs by triggers then, working around these limitations?
It strikes me odd for them to have a feature and then to remove it from the editor. If people "abused it" , wouldnt it be up to the individual mapcreator to determine wether it's implemented in his/her map?
This is an interesting question, does someone know the answer? How to change the attribute of a unit(outside selecting the attribute in the data editor)?
I'm creating a map which involves taking over the builder/worker of a player that leaves or when a team is inbalanced it will spawn an extra worker for you to control. However I'm having trouble getting the resource-spending settings the way I want them.
I want the player to control the other player's builder and be able to spend their own resources to construct buildings. However the only resource-spending settings I can find will allow the resources of both players be pooled together to construct stuff. I want players being able to control other player's workers, but maintain separate resource-pools. Can someone enlighten me with a way to make this work?
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None of my units have upgrades though. Is there a way to not show the upgrade levels on the icons by default?
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Hey,
I'm looking to hide the upgrade levels on the icons of my weapons, life armor and shield armor. I'm dreadful at customizing the game UI and I was hoping someone could help me by briefly explaining how I should make this happen.
Many thanks in advance!
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Hey,
For now I'm going to use the trigger, also provided in this thread, to make my missiles go in a straight line untill they reach the map edge. It suits my needs perfectly aswell, I was just very curious about the way you did it. I couldnt help the fact that the missiles kept being directed to the same mapcorner every time. I even put a create-unit to the persistant, which spawned a unit in front of the missile flawlessly every period of my behavior, which leads me to believe somewhere I made a mistake in my redirection-effect. I wouldve liked to know wether I couldve done with the data editor that which now I'm doing with the aforementioned trigger, but I can't figure out my flaw.
Thanks alot for the reply
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Hey,
sorry for digging up a somewhat older thread, however I'm very curious about the described method of making missiles that keep going straight. I tried making what was described, however my missiles keep redirecting themselves to the lower left corner of them map, regardless of where my missile is being launched from it's persistant in the map.
Does anyone have a possible answer? I would very much like to know how to make this work.
Many thanks in advance.
0
Found the fix, it was an oversight on my part
I missed the "at caster" part for my launch effect event and altering the Attachment query to a suitable point. Setting those seemed to do the trick.
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Hey,
I tried copying some flying units, but their missiles now launch from their origin point on the ground. Before, managed this by offsetting the height with the "UI - Height" in the missile-unit's settings. But now I've put an snare-to-the-ground like ability in my game, this band-aid fix is no longer sufficient. Because if the air unit is snared to the ground, the missile would still spawn at the original flying height.
I've tried setting the "launch site" to the weapon or hand of the flying unit, also tried the changing "attachment query", but neither would help. Can someone briefly explain to me how I can make the launchlocation of my air unit scale with the height of my unit?
Many thanks in advance
0
Thanks alot, Daara.
I put the groupapply on unitbirth and it works perfectly.
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Hey,
I got a Highelf Lieutenant which I'm trying to get to use his "Stand Defend" and "Walk Defend" animations instead of his regular stand and walk animation. I'm not that experienced with actors and models, so I was hoping someone could give me a brief explanation on how to get that done.
Much appreciated!
0
So the only way to get the resource system the way I described is by doing all costs by triggers then, working around these limitations? It strikes me odd for them to have a feature and then to remove it from the editor. If people "abused it" , wouldnt it be up to the individual mapcreator to determine wether it's implemented in his/her map?
Thanks alot the response though
0
This is an interesting question, does someone know the answer? How to change the attribute of a unit(outside selecting the attribute in the data editor)?
0
Hey,
I'm creating a map which involves taking over the builder/worker of a player that leaves or when a team is inbalanced it will spawn an extra worker for you to control. However I'm having trouble getting the resource-spending settings the way I want them.
I want the player to control the other player's builder and be able to spend their own resources to construct buildings. However the only resource-spending settings I can find will allow the resources of both players be pooled together to construct stuff. I want players being able to control other player's workers, but maintain separate resource-pools. Can someone enlighten me with a way to make this work?
Many thanks in advance