| 05-28-2002, 04:11 PM | #1 |
1. How do you turn on shared units between two players for _just one unit_? 2. Why doesn't disabling or destroying visibility modifiers seem to work? 3. Is there any way to give the shade an attack? I filled in the same values in the unit editor as a skeleton warrior but it didn't work. Even if there wasn't an animation (like he just stood next to them when he attacked and they lost hp). |
| 05-28-2002, 06:39 PM | #2 |
1. Dunno. 2. It does work. I used it several times in my td2 map for marking off first 3 stages. What did you try and what kind of effect were you looking to achieve? 3. Worse comes to worse, make a custom unit based on the skeleton and make the model the shade. |
| 05-28-2002, 07:31 PM | #3 |
Guest | 1. just give the unit to a player (12 or whatever) and set the play to both other players allied+unitcontrol |
| 05-28-2002, 10:06 PM | #4 |
Yeah I figured out 3 and guessed on 1 ;) 2. I created a visibility modifier to show the entire map (playable area) for the opening cinema, then afterwards I told it to delete the last created modifier. This didn't work, so I created the modifier, did set variable = last created modifier, then deleted the variable, but that didn't work either =P |
| 05-28-2002, 11:05 PM | #5 |
Hm. My code fragment looked like this: function Trig_Stage_3_Func003002 takes nothing returns nothing set udg_temp = GetConvertedPlayerId(GetEnumPlayer()) call CreateFogModifierRectBJ( true, ConvertedPlayer(udg_temp), FOG_OF_WAR_VISIBLE, gg_rct_Stage_Square ) set udg_VisibilityArray[udg_temp] = GetLastCreatedFogModifier() endfunction call ForForce( GetPlayersAll(), function Trig_Stage_3_Func003002 ) Probably more complicated then you need. If you are creating visibility modifier for every player and then destroying the last modifier, you are only destroying the last player's modifier. You'd need to store them and delete them, similar to what I have above. |
| 05-28-2002, 11:07 PM | #6 | |
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| 05-29-2002, 04:25 AM | #7 |
Ah, I didn't realize it thought of each picked player as an independent visibility modifier. I did something a little simpler purely with triggers than your code =) |
| 06-01-2002, 06:19 AM | #8 |
uhmm dataangel the shade can attack actually but there are no animations thats why it seems wierd.. but Cookie has a custom animation so that the Shade looks like attacking(raising his hand) well I did that on my map.. if ur interested contact Cookie |
| 06-01-2002, 08:52 AM | #9 |
uhh... no shade can't attack ;) See, the attack button doesn't even appear. Even if you enable attacks. You need an attacking base unit, and if you want it to have an animation, yer right ya need a custom one.... And where is this custom animation of yours? |
