This test map should give you an idea of how it works. Unfortunately if you decide to do something like that with the data editor (which is what I did), it looks like a horrible mess whether you succeed or fail. :(
"When it is launched, as in BW, it sort of is not given a target, but auto-searches for one, but moves around at offsets unless the target is at a certain distance close to the scarab."
Actually, it is given a target, specifically the target the reaver wants to shoot at. The only reason the scarab moves funny is because it actually has collision (as well as a timed life) unlike all the other missiles. If you were to shoot a scarab at a target in an open area, it'd just beeline straight for the target.
I have an ability based off of the Queen's Transfusion ability that basically is used to heal other units. There are upgrades that increase the value of this effect, so I'm trying to find a way to write it out in the tooltip so that it gets increased by the upgrades.
As I understand it, getting the damage amount of an effect is <d ref="Effect,X,Amount"/>, but how do you get the Vitals+ field in Modify Unit?
So you're trying to make 1 building at a time instead of all 4 at the same time? It's actually easier then, you just don't need the "Pick Each Integer" loop. I also added a global Integer variable called NumBuildings.
Make sure each of the ((Controller of Player 1) == User) is in a separate if statement.
From the looks of it, you just have one gigantic if/elseif/elseif/elseif/elseif chain, which means when the first statement returns true the rest of it will get skipped over.
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@Slypoos: Go
Seems to do the final 20 damage whether you forcefully remove the poison with the ability or it just naturally wears off.
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This test map should give you an idea of how it works. Unfortunately if you decide to do something like that with the data editor (which is what I did), it looks like a horrible mess whether you succeed or fail. :(
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@GnaReffotsirk:
"When it is launched, as in BW, it sort of is not given a target, but auto-searches for one, but moves around at offsets unless the target is at a certain distance close to the scarab."
Actually, it is given a target, specifically the target the reaver wants to shoot at. The only reason the scarab moves funny is because it actually has collision (as well as a timed life) unlike all the other missiles. If you were to shoot a scarab at a target in an open area, it'd just beeline straight for the target.
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Thanks for the tip about checking the Raw Data! It ended up being:
<d ref="Effect,X,VitalArray[0].Change"/>
... Yeah.
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@barakatx2:
I've tried about 20 different combinations using Vitals, Vitals[0], Vitals+, Vital, Life, and Change. No go. :(
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I have an ability based off of the Queen's Transfusion ability that basically is used to heal other units. There are upgrades that increase the value of this effect, so I'm trying to find a way to write it out in the tooltip so that it gets increased by the upgrades.
As I understand it, getting the damage amount of an effect is <d ref="Effect,X,Amount"/>, but how do you get the Vitals+ field in Modify Unit?
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You want to both save the map as "components," then just copy/paste the file called "triggers" from one folder to the other.
I think you may also need to copy the one called game text or something, otherwise the triggers will show up with no names.
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@Idralol: Go
So you're trying to make 1 building at a time instead of all 4 at the same time? It's actually easier then, you just don't need the "Pick Each Integer" loop. I also added a global Integer variable called NumBuildings.
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@Idralol: Go
I prefer the array method. Attached a test map to show you how short the trigger is when you do it that way.
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I suspect it may be because the game can't detect more than 2 keys being held at once.
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@Windflamedmon: Go
Layer->Doodad->Building Blocker 1x1 or 4x4 is probably what you're looking for.
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@NakDotNak: Go
Event: Any Unit enters Playable Map Area
Condition: Unit type of Triggering Unit == Bunker
Action: Change unit ownership for Triggering Unit to player 0 and change color
This is freehanded, so it might not be the exact wording.
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@goofoffjw: Go "Is there some way to create them inside of a transport?"
Create Cargo Units
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@Fropper: Go
Make sure each of the ((Controller of Player 1) == User) is in a separate if statement.
From the looks of it, you just have one gigantic if/elseif/elseif/elseif/elseif chain, which means when the first statement returns true the rest of it will get skipped over.
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@Etravex: Go
You want to increase the variable only if it's below 60. For example:
Every 1 Second of Game Time (or whatever)
If [Variable] < 60 Then
Set [Variable] = [Variable] + 1
Ping/Message checks
That way as soon as it hits 60, it'll stop increasing.