• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Make unit model be entirely straight regardless of cliffs.

I have a target indicator model for boss attacks that is a very long line. I spawn a unit that I get rid of after a few seconds. The issue is, if the unit is close to a cliff or deep water or something like that, the unit's model will slope and the line will go into the air/down into the floor. I want the unit's model to be entirely straight regardless of what type of terrain it is on. I have tried making the unit flying and changing the unit's flying height, it doesn't seem to matter. Any suggestions?

 
Last edited:
You might want to try using a special effect instead (especially if you're developing on reforged-compatible patches). You can still control it's facing and such via "Special Effect - Set Special Effect Orientation" (or the individual yaw/pitch/roll functions). The nice thing with special effects is that when you spawn them in the world (i.e. not attached to a unit), they will keep the same orientation regardless of the terrain below.
 
Set both these fields in the unit editor to 0

1757238400262.png
 
The functionality I want from units is giving them timed deaths.

Setting the time scale of a special effect changes its animation speed.
Setting the time of a special effect seems to just do nothing at all.

I know you've solved the problem but I want to point out how simple it is to destroy a Special Effect after a delay. It's nice to avoid creating an entire unit when you really just need it's model.
 

Attachments

Last edited:
Back
Top