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.
UPDATE:
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!
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
Wow I'm retarded. One hero had cargo set to 1. I was testing the other one thinking they were setup the same. The one I was testing had cargo size 0. Sigh. Thank you lol
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))][1] 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?
0
@BasharTeg: Go
Didn't work. I have no custom dependencies.
@Charysmatic: Go
Also didn't work...
0
Ok so it's time based? My map isn't corrupted? I can open other maps just fine. No idea wtf is going on.
0
is the deal with this?
0
@fishy77: Go
Thanks. The weapon was actually missing the entire attack actor lol.
0
@FunkyUserName: Go
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.
UPDATE:
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....
0
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.
Doesn't work on him. I also tried removed all levels from the behavior and re-adding in just 1. Still no dice. WTF!
0
How do I make it attack from the air?
0
@BasharTeg: Go
The original behavior is being applied by the hero. This second buff is a spell power version of the buff.
Update:
I just decided to change how it works completly. It's working fine now. Thx
0
@abvdzh: Go
Ya here is your map with a compare vetrancy levels. Doesn't work.
0
bump
0
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?
0
This is how I got it working.
0
@FunBotan: Go
Wow I'm retarded. One hero had cargo set to 1. I was testing the other one thinking they were setup the same. The one I was testing had cargo size 0. Sigh. Thank you lol
0
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?
0
I can't get this to allow burried units. The only relative thing I see is the ability target filters. I allowed burried, but still no dice.
How do I allow burried units?