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    posted a message on <d ref> in tooltips.

    @Azzaaer: Go

    Do you have any idea where could i look for correct code? Cant find any existant button in galaxy editor that woudl refer to unit stats. But they do refer to stats of behaviors and effects... so it should be possible.

    Posted in: Data
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    posted a message on <d ref> in tooltips.

    I have encountered such reference code in tooltips. For example:

    <d ref="Effect,HurricaneMissileDamage,Amount * Effect,HurricaneMissileDamagePersistent,PeriodCount"/>

    Can someone tell me how to use it with units stats? How to refer to number of starting HP of specific unit? Is it possible? Can it refer to other stats aswell?

    edit:
    btw. Is it notmall that after clcking "edit" while im editing buttons' tooltips (the edit button with mouseover message "opens a text editor blablabla") that nothing happens?

    edit:
    By enablind "raw data" function in editor i was able to gather name of the statistic and so far tryied such lines:

    <d ref="Unit,Marine,CUnit_LifeStart,Amount"/>
    <d ref="Unit,Marine,CUnit_LifeStart"/>
    <d ref="Unit,Marine,Life"/>
    <d ref="Unit,Marine,Life_Starting_Amount"/>
    <d ref="Unit,Marine,LifeStartingAmount"/>

    to no avail... it all returns "0" in tooltip :/

    Posted in: Data
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    posted a message on Ordering all units to use their skill number x?

    @uiasdnmb: Go

    Woah... again black magic! Thanks, but how would then look the execution trigger?

    Posted in: Triggers
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    posted a message on Nonsense... create cargo units.

    @Azzaaer: Go

    Ow a breaktreough! Trigger works with periodic event instead of click on unit. Good sign. Seems "unit is clicked" is one of not working events.

    edit2:
    yep... it all wokrs now. I propably had some error in my pevious triggers, and this "unit is clicked" broken event made me think that action "create cargo" is broken ;P Thats what happens when you play in galxy editor instead of sleeping for several hours now.

    Posted in: Triggers
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    posted a message on Nonsense... create cargo units.

    @IsoRev: Go

    Your post is blurred for my tired eyes tbh. But what do you mean that unit have no room? Im talking about totally empty transport units, so how does it make any sense?

    Posted in: Triggers
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    posted a message on Nonsense... create cargo units.

    I cant find a way to make "create cargo units" work for neither of my transport units...

    TO make it most simple i have made such test trigger (i have had other triggers like the one after unit is being created etc, but thought maybe im making some silly sleepy mistake in them so i made this simple one):

    Events
    Unit Selection - Any Unit is clicked by Player Any Player
    Local Variables
    Conditions
    Actions
    Unit - Create 1 Marine as cargo in (Triggering unit)

    and after clicking each of transporters, nothing happens... Can someone tell me what am i doing wrong?

    edit: This freaking trigger is just broken! I have made a new, blank map with 1 medivac and this trigger, and it still dosnt work...

    Posted in: Triggers
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    posted a message on [solved] Land ability on auto-cast not working :/

    @Azzaaer: Go

    Ok it works. I had to make also "Validator Array" - seems this one works with abilities set on "automatic".

    Posted in: Data
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    posted a message on [solved] Land ability on auto-cast not working :/

    Hey guys.

    Im trying to make my hercules lander, land automatically when getting dmg. I have set land ability to "auto cast" and "auto cast on". When i also check "automatic" they land instantly as soon as game starts (no matter if i set some validators making it impossible or not). When i uncheck "automatic", they dont land at all, no matter if i set some validators or not. :/

    Please advice.

    Posted in: Data
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    posted a message on [Model] Accessing specific model variations

    @SouLCarveRR: Go

    Yes, you can do that in data editor.

    Create new event:

    Event: Unit Birth
    Action: Model Swap:
    - model: which model you want
    - variation: which variation you want

    (it might look bit buggy during changing it - it keeps roatign variations of my building whenever i change anything, but at the end, when you build it, it will have the specific variation you want)

    Posted in: Data
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    posted a message on Unit reaquiring random target after each shot?

    @Azzaaer: Go

    Ok it all works nicely. But 1 of these new custom units with this kind of effects is acting wierd here for me... It throws molotovs at enemies, but the wierd thing in it all is that it first plays the explosion effect and then throws the bottle... Cant find the reason. Could you advise where to look? Most wierd is that i have similiar unit there also with molotov and it plays the effects n correct way...

    edit:
    Ok found the problem. While i was duplicating this unit, it's actor changed it's art section called "missile" to: CivilianAttack2Missile, and i had to remove this "2" manually. Now it works as it should :)

    Posted in: Data
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    posted a message on [solved] Giving building a doodad's model with specific variation.

    @Azzaaer: Go

    Please advise.

    edit:
    Solution is:

    Create new event in data editor to your building's actor:

    Event: Unit Birth
    Action: Model Swap:
    - model: which model you want
    - variation: which variation you want

    (it might look bit buggy during changing it - it keeps roatign variations of my building whenever i change anything, but at the end, when you build it, it will have the specific variation you want)

    Posted in: Data
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    posted a message on Ordering all units to use their skill number x?

    Hey. Im looking for what i have described in the topic. That mean if unit would have on their command tab in the upper left corner ability "a" and other unit would have ability "b" in the same command tab's upper-left corner slot, then they would use their respective abilities. Is it possible? Im asking cause if i would have 300 different units with different skills, then its really pain in ass to trigger them one by one.

    Posted in: Triggers
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    posted a message on [solved] Giving building a doodad's model with specific variation.

    Can someone guide me to place where i can choose doodad's model variation when im using it for a building actor? All i can do there s choose a model, but there s no field related with it's variations... its always the same variation choosed by default.

    Posted in: Data
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    posted a message on [solved] A way to make missiles not guided?

    @BumpInTheNight: Go

    What i had to do was indeed changing target to point insetad of unit (i thought i have tryied that, but of course in this editor to make it you need ot change it in few places -.-') and then i could delete all 3 phases, leaving only one with ballistic driver, where i set its speed parameters and its beutiful now :) With the aoe splash its beutiful AND natural :D

    Posted in: Data
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    posted a message on Duplicate Object vs Copy/Paste Object

    @zenasprime: Go

    Most efficient way for me so far was duplicating unit, and selecting only:

    - unit
    - actors
    - effects
    - weapon

    Never had any problem with units duplicated this way.
    If you dont duplicate effects they may bug out and will need fixing. (duplicated and original unit may lose their visual effects and sounds)

    Posted in: Data
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