Didn't work. I have no custom dependencies.
Also didn't work...
I made zero changes to the larva. Didn't touch him.
Something similar happened where all of my pre-set heroes/units on the map weren't being able to have their levels set the same kinda way. I had to remove the behavior from them, at map start, then RE-ADD it and set the level and it works. No idea why that broke. I tried this method when the hero is loaded from the bank, remove and apply a new one. Same problem.
So I tried taking a brand new unit that has never been modified and added the behavior. No exp. So I decided to try to add the unit threw triggers. I waited 60 seconds game time, spawned the unit, and now it works............................ WTF. AT LEAST I HAVE A PLACE TO START NOW JESUS. Stupid
It was a rogue trigger that picked all units and disabled exp....
All of a sudden the Larva hero in my map stopped gaining experience. I put in some text message trigger code to test it. The trigger added the exp, but the behavior is not taking it. I tried enabling experience directly on the behavior and it won't take exp. I tried copying the behavior and using it on the larva and still no luck. I tried duplicating the larva and no dice. I tried giving the larva a different level behavior that works on other heroes and no dice. ALL the other 16 heroes in the map work fine.... I have literally no idea wtf is causing this?
I cannot even give him a level threw triggers.
Unit - Set (Picked unit) Level to (((Picked unit) Level (Current)) + 4.0)
Doesn't work on him. I also tried removed all levels from the behavior and re-adding in just 1. Still no dice. WTF!
The original behavior is being applied by the hero. This second buff is a spell power version of the buff.
I just decided to change how it works completly. It's working fine now. Thx
Ok. So I can't get this to work. I have the scan range set to 0. Ranged enemy units will auto attack regardless of the validator based on thier vision I believe. Now for melee, they just flat out won't attack unless u walk RIGHT up to them.
Here is how I have everything setup. Is something wrong?
I tried greater and less than with no dice. On the attack order, the order is to attack the target? What is the target? Should that be different?
Levels Events Unit - Any Unit gains an experience level Local Variables Player = (Owner of (Triggering unit)) <Integer> Conditions ((Triggering player) is in Players) == True Actions General - Repeat (Actions) ((Experience level of (Triggering unit)) - Hero Current Level[Player]) times Actions Variable - Set Hero Current Level[Player] = (Hero Current Level[Player] + 1) General - If (Conditions) then do (Actions) else do (Actions) If (Hero Current Level[Player] mod 3) == 0 Then UI - Display "+1 Ability Point" for (Player group((Triggering player))) to Subtitle area Else General - If (Conditions) then do (Actions) else do (Actions) If (Hero Current Level[Player] mod 5) == 0 Then UI - Display "+1 Mutation Point" for (Player group((Triggering player))) to Subtitle area Else
This is how I got it working.
Add More Debuffs Events Unit - Any Unit has Zergling - Toxic Cloud - Damage change Create Local Variables Unit = No Unit <Unit> Conditions Actions General - If (Conditions) then do (Actions) else do (Actions) If ((Triggering unit) is alive) == True Then General - Switch (Actions) depending on (Triggering behavior) Cases General - If (Zergling - Toxic Cloud - Damage) Actions Unit - Add Aptitude Count[(Get Effect Origin for (Triggering behavior) on (Triggering unit))] Zergling - Toxic Cloud - Damage - SPELL to (Triggering unit) from (Triggering unit)
IF the unit dies from the damage off of the buff added here. The game won't register the killing player, being the player. It will register as player -1. See how there is a field FROM (triggering unit). What do I change this to, to have the game register the player who cast the original spell?