Yea, 2 behaviors, 1 to enable a weapon, the other to disable that weapon and enable a new weapon, vise-versa. Thanks for the quick reply, I tried everything you recommended, after putting in the validater, the icon disappears again
I have an ability that's a behavior. The behavior gives my unit a new weapon, but when i select the icon in game, the ability works but the icon goes away. I wonder why this is and how to fix it?
So units can be armored, light, biological, mechanical, etc.. Tried looking in a few spots but I can't figure out how to make my own unit types. Any Ideas?
Thanks Bash! I got that library, it's sweet. That condition doesn't exist for me, I cant find a condition that specifies when an item is "used" or "manipulated". I'm just going to settle for placing down all the items or making them purchasable, rather then drop-able unless ya can help me explain it =/
If I put in a condition that says Triggering Inventory item = how do I put in my item variable, it still wants me to (only?) reference a unit that already exists and not a unit type variable? Is there a way?
Edit: Might a possible work around involve creating the item (unit) and putting it in a unit group? Cause I believe it will allow me to do a unit group? I just need that item to be referenced ONLY somehow.
Untitled Trigger 002
Events
Unit - Any Unit Uses Any Item
Local Variables
Conditions
Actions
Unit - Replace (Unit carrying (Triggering inventory item)) with a Firebat using New Unit's Default vitals
How can I make it so 'Any Item' is referencing my Unit Type variable? I think it needs to be in the condition not the event? It seems so simple, but it won't allow me to do it, I must be missing something :(
How would I go about making an ability where once clicked it spawns a banshee on the side of a map to the clicked location and drops down a "care package" ?
edit found this thread with some great examples. will try to do some more exploring my self but if someone could provide a step to step guide that would be sweet.
The SC2 Beta forums either weren't moderated, or were poorly moderated. What difference does it make if "TrollUser123" or "John Smith" make a troll post? None.
If anything, we may see more racism because of different ethnic names... just my 2 cents.
0
@TheAlmaity: Go
Yea, 2 behaviors, 1 to enable a weapon, the other to disable that weapon and enable a new weapon, vise-versa. Thanks for the quick reply, I tried everything you recommended, after putting in the validater, the icon disappears again
0
@TheAlmaity: Go
Wow that's awesome thanks! Any idea how I can make the "on" behavior disable the "off" behavior?
0
I have an ability that's a behavior. The behavior gives my unit a new weapon, but when i select the icon in game, the ability works but the icon goes away. I wonder why this is and how to fix it?
0
@DrSuperEvil: Go
Oh okkk, now my question is, how do you rename them? :P
0
So units can be armored, light, biological, mechanical, etc.. Tried looking in a few spots but I can't figure out how to make my own unit types. Any Ideas?
0
@BasharTeg: Go
Thanks Bash! I got that library, it's sweet. That condition doesn't exist for me, I cant find a condition that specifies when an item is "used" or "manipulated". I'm just going to settle for placing down all the items or making them purchasable, rather then drop-able unless ya can help me explain it =/
0
@Kueken531: Go
If I put in a condition that says Triggering Inventory item = how do I put in my item variable, it still wants me to (only?) reference a unit that already exists and not a unit type variable? Is there a way?
Edit: Might a possible work around involve creating the item (unit) and putting it in a unit group? Cause I believe it will allow me to do a unit group? I just need that item to be referenced ONLY somehow.
0
@Kueken531: Go
Here is what I'm trying to achieve:
Untitled Trigger 002 Events Unit - Any Unit Uses Any Item Local Variables Conditions Actions Unit - Replace (Unit carrying (Triggering inventory item)) with a Firebat using New Unit's Default vitals
How can I make it so 'Any Item' is referencing my Unit Type variable? I think it needs to be in the condition not the event? It seems so simple, but it won't allow me to do it, I must be missing something :(
0
I have an item I made in the data editor that gets spawned for a player.
When it's spawned, I want it set to a variable.
Once the item is picked up by the player I need to reference the variable, so the trigger knows what Item is being used.
Any ideas?
0
How would I go about making an ability where once clicked it spawns a banshee on the side of a map to the clicked location and drops down a "care package" ?
edit found this thread with some great examples. will try to do some more exploring my self but if someone could provide a step to step guide that would be sweet.
http://forums.sc2mapster.com/development/data/15505-weekly-data-exercise-4-aerial-support/#posts
0
any ideas anyone?
0
In my map the player picks from 1 of 4 units there is no unit on the map to select from the start how can i work around this?
0
When I try to change the ID to "WASD" the "OK" box turns grey. infact when I type any 4 character thing in there it turns grey! what am i doing wrong?
0
I have a multiplayer map I'm making where players are in an underground themed area where they battle each other.
For the map I want to have eggs spawn around different points of the map and have them randomly spew drones when players are around them.
How would I go about achieving this effect?
Thanks, Cake for all...
0
The SC2 Beta forums either weren't moderated, or were poorly moderated. What difference does it make if "TrollUser123" or "John Smith" make a troll post? None.
If anything, we may see more racism because of different ethnic names... just my 2 cents.