That is also one of the very helpful advertising tactics. I plan on mentioning it in the loading screen AND using doodads, if they fit with the style of my map.
-Kyuft:cool:
I think that we should have at least 2 doodads that would match each type of terrain tileset (space station, forest, urban, etc.) Especially since my next map will be using a space station tile set and I do not want billboards all over the place :P
-Kyuft:cool:
Haha :P
Well, the system worked well with just marines, but after modifying it for all units, many errors surfaced, and so I will probably be sending the map to Siretu to have him take a look. I hope this will all work out after all of the work that we all put into it.
-Kyuft:cool:
It worked all along, I just made a really stupid mistake. Every time I use Custom Script, I always accidentally put it in as a value rather than a custom script. Its such a stupid mistake... Well, I owe a huge favor to all of you, because this works exactly how I want it to! Thank you all so...
Maybe, I'll take a look at that, but where did you find the lab_cliff1_diffuse.dds?
EDIT: I am 99% sure that it defines the shape of the cliffs, because there is no color in the "texture" other than black, making me think that it is not a texture, but rather matter in the model.
-Kyuft:cool:
Wow, you are right, there is no such thing mentioned on the internet, and its not even mentioned in the data editor. I will continuously search for it in the data table. What are the names of the textures that you exported?
-Kyuft:cool:
The trigger that you posted does not work, Siretu. It does not command the rest of the group to do the same thing as the single unit. It seems to have no effect on the group.
-Kyuft:cool:
I will upload it soon.
EDIT: Phubar, you have it exactly correct, however, using your solution, I can set the units invulnerable until all of the units in the squad are selected. I was just hoping that there wasn't a delay, because I want someone to be able to select the unit (and its squad)...
You are right, this does work, however, I have found a new problem. I want this "squad system" to be completely foolproof, neat, clean, and instant. I have realized that in the time it takes for the trigger to process all of the Actions, and select the rest of the squad (when a unit is...
I tried the following trigger, but it did not seem to work...
SquadDebug
Events
Unit Selection - Any Unit is Deselected by player Any Player
Local Variables
Conditions
(Owner of (Triggering unit)) == (Triggering player)
Actions
General - Pick each...