Morphing is done by swapping the whole unit with a different one. Creating an unit for each of my actor swap needs is going to be nuts. Tho that was a good suggestion, maybe I can find something similar that doesn't use a new unit to swap the actor.
Here's something else. Whenever I test the map every icon works perfectly. When I publish 50% of the icons go purple. Have you encountered this before?
Here's the fix: DONT USE THE BTN asset. Use the normal asset that is not in the BTN directory when making buttons and assigning icons to them.
Modelswap works, but I need to replace the actor, as if I just swap the model I have to adjust the scale too since different actors act differently.
The problem comes from the line "Actor - Attach xxx to Origin on Recruit", I think.
Without it I get no warning, but I can't replace it successfully with something else.
I tired "Actor - Send actor message "Attach RecruitRuins {Origin 0} SOpAttachOrigin" to main actor of an unit, but it did nothing.
I think the Tavern Shop Command Card needs improvement.
When I select a friendly shop and then transfer ownership to player 15 (hostile), I still get the option to buy in the command screen, yet I "can't spend other players resources".
I mean it's okay so far, as it has a barrier to stop you from doing stuff, but it would be better if it was hidden altogether for hostile units.
Then there's a bigger problem, where if that shop belong to a hostile player, and that shop has a rally point, or any ability that costs nothing for that matter, the player that has selected the building CAN set rally points and use that building's abilities that are free of cost (haven't tested about abilities, im speculating, as Rally is also an ability).
The problem I have in my mod is that people can set hostile player's building's rally points.
Well I do tell the actor to "Destroy", what more can I do?
Reading the warning, it seems like it tells me that it was already destroyed yet I'm trying to destroy it again which is simply false.
I can probably implement it with actor events, but I'm trying to understand why I get the warning.
Seems like the structure needs a Stop ability AND a command card icon for any other ability to be able to be canceled.
That sounds weird to me.
It's somewhat logical, I guess...
So in order to cancel an ability I have to add the Stop ability to the unit, with a trigger then, when I want to interrupt the cast, I have to Show the Stop command card button, then issue an order to the unit to Stop, then I have to hide it since I don't want it showing.
I have years experience with the editor and I can't come up with something better, but I really feel like it's probably something really simple that Im missing.
P.S. I also have to forcefully hide the Stop button for every such structure in the game once it's built.
I saw your comment on another post, I tried disabling the ability with a trigger when the unit is attacked and it didn't work.
The ability did get disabled but the unit continued to cast.
I have nothing in the uninterruptible field like I stated in my post, so everything should be interruptible.
I also tried putting a smart validator for combat, to no avail.
I'm trying to swap an unit's actor.
I have this building that can be upgraded to a variety of different ones.
So to change the actor I send the actor a message to "Destroy" and then I attach a new one to the unit.
But I get an annoying warning "xxx Attempting to host off xxx which is already hosted off though not necessarily directly"
What can I do to stop getting this warning?
I've created a Salvage ability that takes 15 seconds to channel.
I'm using the "prepare" time to simulate the channeling time, but I'm unable to cancel it.
I have the ability displaying the progress button on prepare, but when I click it it won't cancel it.
The unit that is casting the ability is a structure.
I tried canceling it by applying a stun behaviour, the unit continued to cast while being stunned.
I have Added Prepare to Cancelable and Removed prepare from Uninterruptible.
The ability has both an execute and a cancel command.
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Sure I can zip or rar it, I was wondering why this is this necessary.
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The error being "invalid archive". Why is this happening? I don't remember getting this when updating my other project.
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I have a single unit and many actors to replace it's actor with. Only one unit. How do you propose I set variations as children?
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Morphing is done by swapping the whole unit with a different one. Creating an unit for each of my actor swap needs is going to be nuts. Tho that was a good suggestion, maybe I can find something similar that doesn't use a new unit to swap the actor.
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Good to know. I will try that tomorrow.
Edit: Doesn't work if I don't show the ability.
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Here's something else. Whenever I test the map every icon works perfectly. When I publish 50% of the icons go purple. Have you encountered this before?
Here's the fix: DONT USE THE BTN asset. Use the normal asset that is not in the BTN directory when making buttons and assigning icons to them.
0
Modelswap works, but I need to replace the actor, as if I just swap the model I have to adjust the scale too since different actors act differently.
The problem comes from the line "Actor - Attach xxx to Origin on Recruit", I think.
Without it I get no warning, but I can't replace it successfully with something else.
I tired "Actor - Send actor message "Attach RecruitRuins {Origin 0} SOpAttachOrigin" to main actor of an unit, but it did nothing.
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I think the Tavern Shop Command Card needs improvement.
When I select a friendly shop and then transfer ownership to player 15 (hostile), I still get the option to buy in the command screen, yet I "can't spend other players resources".
I mean it's okay so far, as it has a barrier to stop you from doing stuff, but it would be better if it was hidden altogether for hostile units.
Then there's a bigger problem, where if that shop belong to a hostile player, and that shop has a rally point, or any ability that costs nothing for that matter, the player that has selected the building CAN set rally points and use that building's abilities that are free of cost (haven't tested about abilities, im speculating, as Rally is also an ability).
The problem I have in my mod is that people can set hostile player's building's rally points.
0
@DrSuperEvil: Go
Well I do tell the actor to "Destroy", what more can I do?
Reading the warning, it seems like it tells me that it was already destroyed yet I'm trying to destroy it again which is simply false.
I can probably implement it with actor events, but I'm trying to understand why I get the warning.
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Seems like the structure needs a Stop ability AND a command card icon for any other ability to be able to be canceled.
That sounds weird to me.
It's somewhat logical, I guess...
So in order to cancel an ability I have to add the Stop ability to the unit, with a trigger then, when I want to interrupt the cast, I have to Show the Stop command card button, then issue an order to the unit to Stop, then I have to hide it since I don't want it showing.
I have years experience with the editor and I can't come up with something better, but I really feel like it's probably something really simple that Im missing.
P.S. I also have to forcefully hide the Stop button for every such structure in the game once it's built.
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I can send you the map if you would bother taking a look. I've been trying to make a stupid salvage ability since yesterday...
I have a slight suspicion it's from Renee's mod. I don't know how it works too well and it could be causing this, tho I doubt it.
The ability:
<CAbilEffectInstant id="SalvageRecruitmentBase22">
<Name value="SalvageRecruitmentBase/Name"/>
<AbilSetId value="SalvageRecruitmentBase"/>
<EditorCategories value="Race:Terran,AbilityorEffectType:Unit"/>
<Effect index="0" removed="1"/>
<PreEffectBehavior Behavior="SuppressInvisibility" Count="1"/>
<Flags index="BestUnit" value="1"/>
<Flags index="ChannelingMinimum" value="0"/>
<Flags index="WaitToSpend" value="0"/>
<Cost>
<Resource index="Terrazine" value="100"/>
<Charge Link="Abil/SalvageRecruitmentBase"/>
<Cooldown Link="Abil/SalvageRecruitmentBase" TimeStart="15" TimeUse="15"/>
</Cost>
<RefundArray index="Approach" value="0"/>
<RefundArray index="Prep" value="0"/>
<RefundArray index="Cast" value="0"/>
<SmartValidatorArray value="CasterNotInCombat"/>
<PrepTime value="15"/>
<ShowProgressArray index="Prep" value="1"/>
<ShowProgressArray index="Cast" value="1"/>
<CancelableArray index="Prep" value="1"/>
<CancelableArray index="Cast" value="1"/>
<ProgressButtonArray index="Prep" value="SalvageRecruitmentBase"/>
<CmdButtonArray index="Execute" DefaultButtonFace="SalvageRecruitmentBase" Requirements="CanBeSalvaged">
<Flags index="ShowInGlossary" value="1"/>
<Flags index="ToSelection" value="1"/>
</CmdButtonArray>
<CmdButtonArray index="Cancel" DefaultButtonFace="CmdCancel">
<Flags index="AllowSelfCast" value="1"/>
<Flags index="ShowInGlossary" value="1"/>
<Flags index="ToSelection" value="1"/>
</CmdButtonArray>
</CAbilEffectInstant>
Im thinking of remaking it using the inferstor's neural as a template. That should work.
Or Yamato.
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@DrSuperEvil: Go
Hey!
I saw your comment on another post, I tried disabling the ability with a trigger when the unit is attacked and it didn't work.
The ability did get disabled but the unit continued to cast.
I have nothing in the uninterruptible field like I stated in my post, so everything should be interruptible.
I also tried putting a smart validator for combat, to no avail.
0
I'm trying to swap an unit's actor.
I have this building that can be upgraded to a variety of different ones.
So to change the actor I send the actor a message to "Destroy" and then I attach a new one to the unit.
But I get an annoying warning "xxx Attempting to host off xxx which is already hosted off though not necessarily directly"
What can I do to stop getting this warning?
0
I've created a Salvage ability that takes 15 seconds to channel.
I'm using the "prepare" time to simulate the channeling time, but I'm unable to cancel it.
I have the ability displaying the progress button on prepare, but when I click it it won't cancel it.
The unit that is casting the ability is a structure.
I tried canceling it by applying a stun behaviour, the unit continued to cast while being stunned.
I have Added Prepare to Cancelable and Removed prepare from Uninterruptible.
The ability has both an execute and a cancel command.
0
Scratch that, something else was broken. Using the updated dependency actually fixed them.