edit: I dont know why I just clicked to this, but is it because of the glowing spikes on the Roach...ie is this a different model? I removed the requirement to research burrow move for Roaches.
I think it is a different model maybe.
Also burrow is a morph ability, you need to morph back to the edited Roach, otherwise it will morph back to default Roach, but unsure if it stay with the previous size.
No, that shouldn't be the problem, because if you change the model of an unit, no matter how that unit comes to the map, it will use the model size, maybe referring to old Roach or something like that. I attached a map to you see and compare with yours.
You can also morph the Roach to Ravager to test and the scale of Ravager didn't change at all.
To give XP for an unit, you'll need a Effect of type Modify Unit, set the (Basic) Effect: Experience^ to the amount of XP you want to give to the unit (also you can change it using catalog function in trigger).
In trigger, use this to give xp: Create Effect On Unit (From Unit)
Also, there's a function to get XP if you want: Unit XP Get Current XP -> return real value
I really like his face, really remember my old times in Diablo II. The sarcastic face <3
The only thing I dislike is the soulstone and the chest, the soulstone isn't looking natural as it should (at least look more like a 'stone' instead of a 'jelly'), and the chest is a bit bigger then it should be.
Is this for nameplates or a custom frame (like campaign one?)
Anyway, in both cases, you can simple use UI editor to set it. Also, if I remember right, Unit Property Changes lags more them spect, I changed it to Every 0.2 seconds, it was alright, until I changed completely to UI editor.
If you`re not familiar with variables, custom function/action/event are a little far from you.
You should start with some trigger basic, this could help about variable.
Also, you'll have problem using the default template of Blizzard (I mean, about the hero health bar you want), because (if you read the tutorial and understand how it works) it is made for Blizzard units.
It's not nameplate, nameplates are the bars above each unit, but that's not the case.
What happen is: When a unit cast something, it hide the default UI information and show the cast bar instead. But why your unit name is moving around? Simple... Your casting bar is not aligned with the UI itself (the name is anchored on cast bar probably).
I'm unsure if you can 'fix' it, maybe don't use the normal cast bar (it's ever possible disable it using the default UI?) and make one with dialogs.
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Is up to you, if you want, you can pm me with the map or post free on here.
I think it is a different model maybe.
Also burrow is a morph ability, you need to morph back to the edited Roach, otherwise it will morph back to default Roach, but unsure if it stay with the previous size.
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No, that shouldn't be the problem, because if you change the model of an unit, no matter how that unit comes to the map, it will use the model size, maybe referring to old Roach or something like that. I attached a map to you see and compare with yours.
You can also morph the Roach to Ravager to test and the scale of Ravager didn't change at all.
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You're doing something different or editing the wrong model, look at this:
Base and with scale 2 (Artanis to comparison)
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To give XP for an unit, you'll need a Effect of type Modify Unit, set the (Basic) Effect: Experience^ to the amount of XP you want to give to the unit (also you can change it using catalog function in trigger).
In trigger, use this to give xp: Create Effect On Unit (From Unit)
Also, there's a function to get XP if you want: Unit XP Get Current XP -> return real value
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Follow the order and you're done.
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I really like his face, really remember my old times in Diablo II. The sarcastic face <3
The only thing I dislike is the soulstone and the chest, the soulstone isn't looking natural as it should (at least look more like a 'stone' instead of a 'jelly'), and the chest is a bit bigger then it should be.
But the most important thing, it will be public?
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You better show the triggers, the problem could be other thing.
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Short answer for most of your question is: Yes.
Is this for nameplates or a custom frame (like campaign one?)
Anyway, in both cases, you can simple use UI editor to set it. Also, if I remember right, Unit Property Changes lags more them spect, I changed it to Every 0.2 seconds, it was alright, until I changed completely to UI editor.
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@R0binicus: Go
If you`re not familiar with variables, custom function/action/event are a little far from you.
You should start with some trigger basic, this could help about variable.
Also, you'll have problem using the default template of Blizzard (I mean, about the hero health bar you want), because (if you read the tutorial and understand how it works) it is made for Blizzard units.
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@R0binicus: Go
So you have to use a variable for that, or a custom action with parameter.
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If the unit is already on map, you should instead of Last Created Unit, use the tab Value, it will list all the preplaced units in your map
EDIT: see the print: http://prntscr.com/cy6kqn
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I like both, but to be honest, the first one (with shoulders) are cooler IMO.
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@CybrosX
This look amazing <3
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This should be posted here but that's not the case. It's easy what you want to do :).
http://peeeq.de/gui.php?id=3919
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It's not nameplate, nameplates are the bars above each unit, but that's not the case.
What happen is: When a unit cast something, it hide the default UI information and show the cast bar instead. But why your unit name is moving around? Simple... Your casting bar is not aligned with the UI itself (the name is anchored on cast bar probably).
I'm unsure if you can 'fix' it, maybe don't use the normal cast bar (it's ever possible disable it using the default UI?) and make one with dialogs.