I keep looking at this Hosted Attachments section in my creatures Hosting Tab. I can't help but think maybe something can be done in here. Nothing yet has worked though.
Thats pretty much what I have tried doing and it does work, its just I have to create like 5 copies of the smoke and set each one with a different attach point then for each unit attach each smoke to the attach points. I guess there's no easier way though.
When I say easiest I dont really mean like beginner level, basically I'm looking to do this to at least 4 or 5 units with several points each. I need it to be attached through the data editor not a trigger. I just want to know if its possible to set it up on the actor somehow so I can rapidly attach without having to specify each smoke for each attach for each unit. Some kind of universal deal or something.
Basically the least number of actions taken but I dont care about how hard they are to setup or anything.
I'm making a custom unit and I want to attach the terran smoke model to several attach points on it. What's the easiest way to do this? Ive seen a lot of tutorials on attach weapons and stuff but I just need a model.
I'm having trouble getting 2 weapons on a unit and having both attack independently, I need this because I need a damage event for each to occur that I can pick up on and do something with.
Edit: I got it, it would appear I had to uncheck linked cooldown.
I added the specular water effect on top of the low fog and some omni lights around cliff edges for these effects which will work great for part of my rpg.
I have been working on this very thing for my map, what I can't figure out is what the field is for ModifyFraction, I've tried:
DamageResponse.ModifyFraction
ModifyFraction
DamageResponse_ModifyFraction
DamageResponseModifyFraction
They all return an error of field not written.
This is my test trigger for it, in case I farged something else up.
Armor Test
Game - Player Any Player types a chat message containing "", matching Partially
Actions
Catalog - Set value of Behaviors "HeroArmor" "DamageResponseModifyFraction" for player (Triggering player) to (Entered chat string)
How would I go about getting an items level from the item level field?
Update: the goal is to get an items level from its name. And by this I mean I want to be able to convert an item name into an item ID which I can use to store/retrieve and add fields to an item, since there's no way to add fields in the data editor (that I know of). The level of an item seems to be nothing of importance and a good field to use as an ID.
I've tried using
Variable - Set x = (Value of Items "TestSword" "CItem_Level" for player Any Player)
But it just errors. Im using X as a string and just displaying it as a string to text conversion. What am I doing wrong?
Reading the data is through triggers, but getting the data in I'd just as soon have a pre-made table full of all this data rather than having to generate it on start up. Another option would simply be adding readable fields to an item say adding 6 entries to an item type or something. Basically I am using my own stat point system, so far the only way Ive been able to get say 82 str on an item is to have it add behaviors.
For this I made behaviors that don't actually do anything but that I can read on the unit to set my custom stats (stackable ones like 50 str 30 str 2 str to get 82 for example). I don't like how the normal stats effect a unit so I've been making my own system and the only problems I'm having right now is getting custom amounts of stats on gear that I can read. Also knowing when a unit changes the items in their gear inventory has been annoying.
Because the data is all preset information I want to retrieve, but there will be quite a bit of it. Setting all this data via a trigger seems excessive to having it all preset and readable.
I want to basically create a list of preset values in a row/column format that I can referance. Id rather not have to do this by at the start of a map preloading something with a trigger or something. Anyone know of a way to do this without running triggers?
I can attach other things to the overhead of a high templar but when I try to attach a text tag it fails. I have attached a glowing light ball overhead and I can use the default attach to unit but attach point with text tag doesnt seem to work.
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I keep looking at this Hosted Attachments section in my creatures Hosting Tab. I can't help but think maybe something can be done in here. Nothing yet has worked though.
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@KineMorto: Go
Thats pretty much what I have tried doing and it does work, its just I have to create like 5 copies of the smoke and set each one with a different attach point then for each unit attach each smoke to the attach points. I guess there's no easier way though.
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When I say easiest I dont really mean like beginner level, basically I'm looking to do this to at least 4 or 5 units with several points each. I need it to be attached through the data editor not a trigger. I just want to know if its possible to set it up on the actor somehow so I can rapidly attach without having to specify each smoke for each attach for each unit. Some kind of universal deal or something.
Basically the least number of actions taken but I dont care about how hard they are to setup or anything.
0
I'm making a custom unit and I want to attach the terran smoke model to several attach points on it. What's the easiest way to do this? Ive seen a lot of tutorials on attach weapons and stuff but I just need a model.
0
I'm having trouble getting 2 weapons on a unit and having both attack independently, I need this because I need a damage event for each to occur that I can pick up on and do something with.
Edit: I got it, it would appear I had to uncheck linked cooldown.
0
I added the specular water effect on top of the low fog and some omni lights around cliff edges for these effects which will work great for part of my rpg.
0
Can you create a render to texture from a camera not attached to a unit? I am doubting this but I just thought I'd throw this out.
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I have been working on this very thing for my map, what I can't figure out is what the field is for ModifyFraction, I've tried: DamageResponse.ModifyFraction ModifyFraction DamageResponse_ModifyFraction DamageResponseModifyFraction
They all return an error of field not written. This is my test trigger for it, in case I farged something else up.
Armor Test
Game - Player Any Player types a chat message containing "", matching Partially
Actions
Catalog - Set value of Behaviors "HeroArmor" "DamageResponseModifyFraction" for player (Triggering player) to (Entered chat string)
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Its too bad this minimaps bounds cant be changed :(
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@Helral: Go well butter my biscuit after i tried it again it worked for some reason, not really sure why...
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How would I go about getting an items level from the item level field?
Update: the goal is to get an items level from its name. And by this I mean I want to be able to convert an item name into an item ID which I can use to store/retrieve and add fields to an item, since there's no way to add fields in the data editor (that I know of). The level of an item seems to be nothing of importance and a good field to use as an ID.
I've tried using Variable - Set x = (Value of Items "TestSword" "CItem_Level" for player Any Player) But it just errors. Im using X as a string and just displaying it as a string to text conversion. What am I doing wrong?
0
Reading the data is through triggers, but getting the data in I'd just as soon have a pre-made table full of all this data rather than having to generate it on start up. Another option would simply be adding readable fields to an item say adding 6 entries to an item type or something. Basically I am using my own stat point system, so far the only way Ive been able to get say 82 str on an item is to have it add behaviors.
For this I made behaviors that don't actually do anything but that I can read on the unit to set my custom stats (stackable ones like 50 str 30 str 2 str to get 82 for example). I don't like how the normal stats effect a unit so I've been making my own system and the only problems I'm having right now is getting custom amounts of stats on gear that I can read. Also knowing when a unit changes the items in their gear inventory has been annoying.
0
Because the data is all preset information I want to retrieve, but there will be quite a bit of it. Setting all this data via a trigger seems excessive to having it all preset and readable.
0
I want to basically create a list of preset values in a row/column format that I can referance. Id rather not have to do this by at the start of a map preloading something with a trigger or something. Anyone know of a way to do this without running triggers?
0
I can attach other things to the overhead of a high templar but when I try to attach a text tag it fails. I have attached a glowing light ball overhead and I can use the default attach to unit but attach point with text tag doesnt seem to work.