Jump to content

Creating multitarget abilities


Kregano

Recommended Posts

Okay, I tried the

ConeMultiTarget.ConeEndDiameter = UnitState.GetCurrentStat(eStat_SightRadius);

line in the targeting cone subclass last night. It didn't build with ConeMultiTarget in the line, but it did with just ConeLength. The problem is that it broke the targeting cone - no tiles were highlighted, the suppression effect wouldn't trigger, and the cone appears to be floating above the ground.

 

Unfortunately, I'll be out of town for the next few days, so I won't be able to do much of anything when it comes to feedback/error reporting.

Link to comment
Share on other sites

Okay, I'm back in town and tried a little code tweaking. Everything got bad code/expression errors if it involved a ___.____ = _____, but I tried using ConeLength = TargetingRange in case having two near identical commands in a row caused an error, and it was still busted.

 

I did take some screencaps to show how busted the ability is, though:

http://images.akamai.steamusercontent.com/ugc/478878785538580431/8A874B3E93A778137EB6C1F8258A7DD87245095B/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black

http://images.akamai.steamusercontent.com/ugc/478878785538580815/087559593E29417A3BDEA0B8504C5A9261B48AD5/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black

 

I'm going to try to see if there's some UnrealScript guides for this sort of thing, but who knows how that'll work.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...