It seems like you're right. I just thought there would be a way to increase the amount of the attribute.
(Also just noticed this is the wrong forum - I fail horribly today)
I got a veterancy behavior, and I thought that I could use the "Unit Gains Expirience Level" as an event that fires when the unit with behavior gains a level. But it doesnt seem like it.
What event do I want to use, to make it fire when a unit gains a level with a veterancy behavior?//
EDIT: It seems like I was right the first time, I'm using the right event. The reason I want to fire a trigger when a unit gains a level, is that I want to add an attribute behavior to the unit when it levels.
I thought I made it pretty clear, but I'll try again :)
I want an ability that removes up to 50 energy from a target unit (like feedback with a limit) and for each point of energy removed, it restores 1 energy to the caster, and deals 2 damage to the target.
So if the target got 30 energy it gives 30 energy to the caster and deals 60 damage to the target.
The problem lies in how I make so that the caster get's the right amount of energy restored.
I want to create a spell that spawns a unit with 20% of the casters HP and 20% of the Attack damage. I will need to set the Hp and Damage with a trigger.
(This would be for both effects, units, actors, upgrades and in general all data values)
I saw it done with custom script, but I dont remember how it worked.
I asume having a trigger with local variables for the type, name, field and value to change instead of changing the custom script.
I want to create an ability that steals up to 50 energy from a target enemy unit (transfers from the target to the caster), and for each energy drained deal 2 damage. So if the target only have 30 energy it will deal 60 damage and only transfer 30 energy to the caster.
Also, I would like to make it deal a minimum of 20 damage (if the target only have 2 energy, it drain the energy and deal 20 damage (instead of the 4 damage based on the drain))
How is this done? (I know I can create it with the trigger editor, but I prefer to do it with the data editor (to get better with it).
I got an ability that can be leveled, and the levels are distributed like this:
Level 1 available at level 1
Level 2 available at level 3
Level 3 available at level 5
Level 4 available at level 7
The thing is that, I want to make the requirement show "Learnable at level 3" or "Learnable at level 5" if that's the case.
How would I do this?
EDIT: To clarify, the thing I need, is to know how to create a Text Formula that will display "Learnable at level 3" if the unit got level 1 of the ability, and "Learnable at level 5" if it got level 2 of the ability.
I cant open the map on this computer, but the problem most likely lies in the attack actor. for instance check out the marauder, and see the MarauderAttack actor and see the Combat: Launch Attachment Query.. This is set to an attachment point on the marauder.
Go see your unit you got problems with, and find the same actor, and try changing it to something different, it's most likely set to origin, try with center instead.
I got a trigger that spawns 20 units, all units are of the same type and they are traveling the same path.
The thing is that I want to make my towers (this is a TD) prioritise the first target higher. I was thinking of the setting the Combat: Attack Target Priority with a trigger, but I cant seem to be able to do that, is this possible with Data, I cant seem to be able to think of a solution.
For some reason, when I export the "Illidan" (illidandark.m2) it crashes the SC2 on import.
I export it the right way (have done with several other models, which works fine), import the textures, exit the editor, open it and imports the model, and then it crashes.
But please for the love of god, make the music, atleast toggleable. I dont want to have to mute the sound, and if I want to listen to music I'll play it in the background ;)
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How do I increase the amount for an attribute behavior (the same way as it's done with a veterancy behavior) with a trigger?.
I tried using the:
But it does not increase the amount, it just tries to add the behavior to the unit, which it already got.
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@SolidSC: Go
It seems like you're right. I just thought there would be a way to increase the amount of the attribute. (Also just noticed this is the wrong forum - I fail horribly today)
0
I got a veterancy behavior, and I thought that I could use the "Unit Gains Expirience Level" as an event that fires when the unit with behavior gains a level. But it doesnt seem like it.
What event do I want to use, to make it fire when a unit gains a level with a veterancy behavior?//
EDIT: It seems like I was right the first time, I'm using the right event. The reason I want to fire a trigger when a unit gains a level, is that I want to add an attribute behavior to the unit when it levels.
I'm using this:
Why doesnt this work? The unit I try to add it to, already got the attribute behavior.
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@XLIIVI: Go
I thought I made it pretty clear, but I'll try again :)
I want an ability that removes up to 50 energy from a target unit (like feedback with a limit) and for each point of energy removed, it restores 1 energy to the caster, and deals 2 damage to the target. So if the target got 30 energy it gives 30 energy to the caster and deals 60 damage to the target.
The problem lies in how I make so that the caster get's the right amount of energy restored.
0
I want to create a spell that spawns a unit with 20% of the casters HP and 20% of the Attack damage. I will need to set the Hp and Damage with a trigger.
(This would be for both effects, units, actors, upgrades and in general all data values)
I saw it done with custom script, but I dont remember how it worked.
I asume having a trigger with local variables for the type, name, field and value to change instead of changing the custom script.
0
I want to create an ability that steals up to 50 energy from a target enemy unit (transfers from the target to the caster), and for each energy drained deal 2 damage. So if the target only have 30 energy it will deal 60 damage and only transfer 30 energy to the caster.
Also, I would like to make it deal a minimum of 20 damage (if the target only have 2 energy, it drain the energy and deal 20 damage (instead of the 4 damage based on the drain))
How is this done? (I know I can create it with the trigger editor, but I prefer to do it with the data editor (to get better with it).
0
I got an ability that can be leveled, and the levels are distributed like this:
The thing is that, I want to make the requirement show "Learnable at level 3" or "Learnable at level 5" if that's the case.
How would I do this?
EDIT: To clarify, the thing I need, is to know how to create a Text Formula that will display "Learnable at level 3" if the unit got level 1 of the ability, and "Learnable at level 5" if it got level 2 of the ability.
0
I cant open the map on this computer, but the problem most likely lies in the attack actor. for instance check out the marauder, and see the MarauderAttack actor and see the Combat: Launch Attachment Query.. This is set to an attachment point on the marauder.
Go see your unit you got problems with, and find the same actor, and try changing it to something different, it's most likely set to origin, try with center instead.
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What I would do is;
You might want to set the selection circle for the player owned unit to something that fits for the dropship.
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Is it possible to increase a unit's energy and health regeneration by, for an example 100%, for 10 seconds (with a behavior)?
If yes, how would I do this? I can only seem to be able to increase the regeneration by a specific value each second.
NOTE: I searched the forum, and found some threads on this subject, but none of them were ansvered.
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@DrSuperEvil: Go
Well, I looked at it, but could not figure out how it worked. If you know how it works, could you please explain it to me? :)
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I got a trigger that spawns 20 units, all units are of the same type and they are traveling the same path.
The thing is that I want to make my towers (this is a TD) prioritise the first target higher. I was thinking of the setting the Combat: Attack Target Priority with a trigger, but I cant seem to be able to do that, is this possible with Data, I cant seem to be able to think of a solution.
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@Ccx55: Go
When you want to set the point, there is an action named "Random Point In Region".
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For some reason, when I export the "Illidan" (illidandark.m2) it crashes the SC2 on import.
I export it the right way (have done with several other models, which works fine), import the textures, exit the editor, open it and imports the model, and then it crashes.
Any ideas?
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Seems like a super fun game :D
But please for the love of god, make the music, atleast toggleable. I dont want to have to mute the sound, and if I want to listen to music I'll play it in the background ;)