Is there any way to modify ability level using data?
I know about "Learn" type ability that can increase other abilities level, but this not exactly suits my needs.
I'm looking for something like "Effect" or "Behavior" that could set level of my ability to exact value.
Why don't you just remove the item (unit), and give the player specific amount of minerals for it?
Maybe catalog values can be helpful to determine what the cost is.
Rather easy...
Have a unit type variable that is pointing at the first scrap salvage at the initialization.
And of course your ability may be different (check which one is used to auto-collect).
Problem must be within this IF statement (Number of living units...)
Add some debug messages for both cases (if, else) and see which one is executed and when.
Also, if you don't mind you can send me the map using PM.
Maybe I will be able to help this way.
OKAY!
Check this:
You have set wave type for array indexes 0,1,3,4,5.
2 is missing, fill this up.
You probably have event like Any Unit Enters Region => Instantly move (Triggering Unit) to Point.
The problem is that items are also units, and they also enter this region together with your hero.
Solution would be to add condition like:
(Triggering Unit) = heroUnit (some variable)
or change your action to:
Instantly move heroUnit to Point.
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@TheSC2Maniac: Go
I'm afraid there isn't.
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@TheSC2Maniac: Go
You cannot save mod file if you have SC2 opened or any map that is using this mod opened in the editor.
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You can make "door" unit, basing on:
Dynamic Pathing Blocker 1x1 (or similiar)
and remove or add it when needed.
Or you can put some fitting doodad there, and make triggers that would show/hide doodad and create/remove "pathing blocker" unit.
Regards
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Okay, thanks!
I guess I will stay with triggers, because it would be too much work to convert everything to upgrades
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Hi there,
Is there any way to modify ability level using data?
I know about "Learn" type ability that can increase other abilities level, but this not exactly suits my needs.
I'm looking for something like "Effect" or "Behavior" that could set level of my ability to exact value.
Regards
0
I never tried to do this, and I'm far from being expert in data.
But check how Ultralisk weapon is done. Maybe it would be better choice.
Regards
0
I don't think so.
Why don't you just remove the item (unit), and give the player specific amount of minerals for it?
Maybe catalog values can be helpful to determine what the cost is.
Regards
0
Rather easy...
Have a unit type variable that is pointing at the first scrap salvage at the initialization.
And of course your ability may be different (check which one is used to auto-collect).
The trigger now:
Regards
0
Search for Unit Filter Match in the list.
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Hi
I believe adding such condition will do the trick
Regards
0
Hmm
I'm having trouble understanding what you want to do.
Posting screens from your triggers (or just text) would help a lot.
Anyway, I believe that you need to have
You cannot use variables in event declarations.
Regards
0
Hmm again...
Your timer triggers are just fine.
Problem must be within this IF statement (Number of living units...)
Add some debug messages for both cases (if, else) and see which one is executed and when.
Also, if you don't mind you can send me the map using PM.
Maybe I will be able to help this way.
OKAY!
Check this:
You have set wave type for array indexes 0,1,3,4,5.
2 is missing, fill this up.
Regards and happy mapping!
0
Hmm, not much info.
Posting screens from your triggers would help a lot.
My guess would be that you have:
and you need to have:
Regards
0
Hi there,
You probably have event like Any Unit Enters Region => Instantly move (Triggering Unit) to Point.
The problem is that items are also units, and they also enter this region together with your hero.
Solution would be to add condition like:
(Triggering Unit) = heroUnit (some variable)
or change your action to:
Instantly move heroUnit to Point.
Regards
0
@DEFILERRULEZ: Go
Hmm, it is still there. Try to browse RPG category.