Yeah that's a really cool system you got, but for an RTS with 999 behaviors being added it doesn't quite fit, I'd rather just edit the Behavior Bar layout if it would let me, no idea why it's blocking me and with "Blizzard only" errors no less, already posted the code if anyone wants to look.
However, modifying the size of the icons won't help you at all, because there is no way to modify the offset between the icons. If you make them larger, they will overlap one-another.
Sorry to bump this, but I'm trying to figure out how this works, can someone post an example of how you do this? I get weird errors about frames being Blizzard Only or not being found. Code is:
Ah, thanks for the heads up. I was hoping physics would work if at least one of the two objects has physics bodies, guess not. Maybe I can attach models that have physics bodies (like the ball) to a normal model's attachment points to give it physics interaction.
For a data solution just look at Sentry's Hallucination ability, for a more dynamic trigger solution you want to create a unit and then immediately apply a behavior to it with something like "Add Behavior( Hallucination) To Unit(Last Created Unit)"
That depends on the upgrade's configuration. If an upgrade sets a specific field to another value, it won't be reverted by removing it. If it adds something to that field instead, it will be reversed.
For example, if you have an upgrade, that sets the marine weapon damage to 7 and you remove that upgrade via trigger, marines still cause 7 damage. If you have an upgrade that adds 1 damage to the marine weapon, removing the upgrade will revert the damage of the marine to 6.
If you are using triggers anyways, you may also just use Catalog triggers to change the fields directly to whatever you need instead of using upgrades to do so. Catalog triggers can modify exactly the same fields Upgrades can, and they are a lot more flexible to use.
That's very interesting that only Set Value doesn't get reverted, Blizzard's idiosyncrasy has no bounds. I guess Catalog triggers are better than my solution, except maybe for upgrades that edit arrays or flags (like for switching unit weapons), that's not so great to do with Catalog triggers but easy enough with a behavior.
If it's true you can't remove an upgrade's Effects by changing the upgrade level, then what you want to do is make a behavior and add it to the unit. The behavior adds the changes you want with its Modification field and has a Validator(Disable) that checks for the upgrade (a Player Requirement validator, linked to a requirement that is like ability upgrade requirements)
the spheres should works in ny expanion of the game, just search for any unit named physics (shape of choice) once it gets touchd by a thor or hts a cliff it gets activated. the unit "Physics Sphere" should be in the editor easy to find.
Nope, I checked, made a new map with Campaign data included, then searched units/actors/models.
WoL should have the improved physics engine, but is still missing any useful assets for it, so I would really like a simple physics sphere please, one that behaves like the one in this HOTS ballpit video:
If the artist wants to make more generic physics shapes that is likely to be useful to all, but it's not necessary.
Data doesn't connect to triggers from what I know, only triggers can check data, and since there's no 'upgrade changed' event, you'll have to use a Periodical event. So:
Event: Periodical every 0.125
Condition: Upgrade Count For Player...
Actions: Set Variable
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Yeah that's a really cool system you got, but for an RTS with 999 behaviors being added it doesn't quite fit, I'd rather just edit the Behavior Bar layout if it would let me, no idea why it's blocking me and with "Blizzard only" errors no less, already posted the code if anyone wants to look.
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Well, what trigger functions do you use for this? Can you edit the frames or do you have to make a "fake" behavior bar?
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Sorry to bump this, but I'm trying to figure out how this works, can someone post an example of how you do this? I get weird errors about frames being Blizzard Only or not being found. Code is:
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@Bommes: Go
Ah, thanks for the heads up. I was hoping physics would work if at least one of the two objects has physics bodies, guess not. Maybe I can attach models that have physics bodies (like the ball) to a normal model's attachment points to give it physics interaction.
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@Bommes: Go
Yeah it's just you're technically not supposed to do that.. but thanks for the tip, I can use the model for testing at least.
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For a data solution just look at Sentry's Hallucination ability, for a more dynamic trigger solution you want to create a unit and then immediately apply a behavior to it with something like "Add Behavior( Hallucination) To Unit(Last Created Unit)"
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That's very interesting that only Set Value doesn't get reverted, Blizzard's idiosyncrasy has no bounds. I guess Catalog triggers are better than my solution, except maybe for upgrades that edit arrays or flags (like for switching unit weapons), that's not so great to do with Catalog triggers but easy enough with a behavior.
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Well.....could still use this simple model if anyone is up for it.
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If it's true you can't remove an upgrade's Effects by changing the upgrade level, then what you want to do is make a behavior and add it to the unit. The behavior adds the changes you want with its Modification field and has a Validator(Disable) that checks for the upgrade (a Player Requirement validator, linked to a requirement that is like ability upgrade requirements)
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I think you want to use "actor phasing", read more here http://www.sc2mapster.com/forums/resources/project-workplace/27296-gax3-star-craft-ii-editor-enchant-mod-mod-download/#p5
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It's no biggie, just hope someone wants to make these :D
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Nope, I checked, made a new map with Campaign data included, then searched units/actors/models.
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WoL should have the improved physics engine, but is still missing any useful assets for it, so I would really like a simple physics sphere please, one that behaves like the one in this HOTS ballpit video:
If the artist wants to make more generic physics shapes that is likely to be useful to all, but it's not necessary.
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Data doesn't connect to triggers from what I know, only triggers can check data, and since there's no 'upgrade changed' event, you'll have to use a Periodical event. So: Event: Periodical every 0.125 Condition: Upgrade Count For Player... Actions: Set Variable
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That's interesting, only the Odin could kick stuff around in old WoL, not the Thor.
Acceptable performance too.