It's probably a simple issue where you have a Wait preventing the trigger from turning off in time. Otherwise turn off trigger (note: this is different from stop trigger) should work.
Have you tried giving the missile unit a jump behavior with a 0/0 min/max delta change?
I have no idea if that would work, but that is the only way I can think of to dynamically alter a mover of individual units.
You could also have the behavior cause a morph but that would require creating alternate "drop missile" units for every possible missile which I doubt you want to do.
I suspect there is an easier way, but I cannot grasp it just now.
The units build time can be found in the Ability of the originating unit.
For example, to change the build time of a marine go into:
Abilities -> Barracks - Train -> Abilities - Info+ -> Train 01 - Train Marine - Marine -> Info - Time
That has happened to be me before, when I had a negative offset in my loading screen text.
I would recommend taking a close look at your map info, loading screen, & game variants. Alter it around perhaps.
This also occurs from a localization error, but I can't see how that would happen on your own map. Unless you got it from someone/somewhere else and started modifying it.
Seems like it should be easy but as far as I can tell that's something that's based purely on the unit type and not an individual unit.
I think it is possible though: make your ability force the unit to morph between two very similar units but one has the heroic attribute while the other has the light attribute. Make that ability give a behavior -> when that behavior expires, force the unit to morph back (by using, for example, an issue order effect).
I'm not entirely sure how row headers are counted/work, but you may want to consider adding an additional row for your leaderboard, i.e. active players + 1. The first set of data MIGHT be counted on row 2; I don't know as I have not personally messed with row headers but I figure it's worth suggesting.
I also recall having some issues with an automatic player column - it did not want to seem to accept any sort of title whatsoever.
In general, it seems like you may be missing some settings. What about the leaderboard column width & row height?
Though I myself suggested a similar tactic (in the beta) to reveal the stupidity of the popularity system, I share programmer's doubt.
It is no longer beta and this is low class. While I might support a group of individuals attempting to do this, I just don't think it's a good idea to have sc2mapster tagged to this sort of guerrilla statement. It just seems so petty.
Not to mention that one of the best defenses against this sort of pseudo-denial of service attack is the current system, so I'm not sure exactly what message a successful contest would send.
Well just use the trigger - set dialog item image to ...; and yes you need to pick a good graphic. I would recommend searching for 'button' or 'pressed' which'll give you a huge list of buttons. One of the buttons I use in my map is:
Dialog - Set dialog_AbilityOne_Buttons[i] image to Assets\Textures\ui_battle_missionbutton_normaloverpressedover.dds for (All players)
Are you referring to the zerg / protoss / terran borders & the green / blue / orange buttons? Yes, it depends on race. Just make the player's race non-random, and you can control that. OR you can set the button graphic yourself so that it's ALWAYS the same graphic.
the Actor controls the visual aspect of every thing in the game, including missiles, explosions, and everything else.
What you'll want to do is A) look through some of the tutorials about actors and B) take a look at a unit/actor already in the game. Go find the Marine actor and take a look at everything in there, ESPECIALLY events (events is where you'll do most of your work with actors).
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@Jihaut:
It's probably a simple issue where you have a Wait preventing the trigger from turning off in time. Otherwise turn off trigger (note: this is different from stop trigger) should work.
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@Zeban:
Just use a damage response behavior?
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@asaphelps: Go
Have you tried giving the missile unit a jump behavior with a 0/0 min/max delta change?
I have no idea if that would work, but that is the only way I can think of to dynamically alter a mover of individual units.
You could also have the behavior cause a morph but that would require creating alternate "drop missile" units for every possible missile which I doubt you want to do.
I suspect there is an easier way, but I cannot grasp it just now.
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@TheOGNehogo: Go
I do not believe anyone has yet found a way to do this.
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@ERoKkk: Go
The units build time can be found in the Ability of the originating unit.
For example, to change the build time of a marine go into:
Abilities -> Barracks - Train -> Abilities - Info+ -> Train 01 - Train Marine - Marine -> Info - Time
The same is also true for buildings.
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@Metrael: Go
That has happened to be me before, when I had a negative offset in my loading screen text.
I would recommend taking a close look at your map info, loading screen, & game variants. Alter it around perhaps.
This also occurs from a localization error, but I can't see how that would happen on your own map. Unless you got it from someone/somewhere else and started modifying it.
Outside of those theories, I could not say.
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@KerenskyLI: Go
Seems like it should be easy but as far as I can tell that's something that's based purely on the unit type and not an individual unit.
I think it is possible though: make your ability force the unit to morph between two very similar units but one has the heroic attribute while the other has the light attribute. Make that ability give a behavior -> when that behavior expires, force the unit to morph back (by using, for example, an issue order effect).
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@mrtspence: Go
You're almost certainly missing a required link with an actor. I recommend finding a good actor tutorial in the tutorial forum.
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@Honz: Go
I'm not entirely sure how row headers are counted/work, but you may want to consider adding an additional row for your leaderboard, i.e. active players + 1. The first set of data MIGHT be counted on row 2; I don't know as I have not personally messed with row headers but I figure it's worth suggesting.
I also recall having some issues with an automatic player column - it did not want to seem to accept any sort of title whatsoever.
In general, it seems like you may be missing some settings. What about the leaderboard column width & row height?
0
@progammer:
Though I myself suggested a similar tactic (in the beta) to reveal the stupidity of the popularity system, I share programmer's doubt.
It is no longer beta and this is low class. While I might support a group of individuals attempting to do this, I just don't think it's a good idea to have sc2mapster tagged to this sort of guerrilla statement. It just seems so petty.
Not to mention that one of the best defenses against this sort of pseudo-denial of service attack is the current system, so I'm not sure exactly what message a successful contest would send.
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@Code7477: Go
The patches since phase 1 probably reset your modified Marine weapon. You'll probably need to redo them.
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@SquarelyCircle: Go
Well just use the trigger - set dialog item image to ...; and yes you need to pick a good graphic. I would recommend searching for 'button' or 'pressed' which'll give you a huge list of buttons. One of the buttons I use in my map is:
Dialog - Set dialog_AbilityOne_Buttons[i] image to Assets\Textures\ui_battle_missionbutton_normaloverpressedover.dds for (All players)
Just to give you a reference point.
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@SquarelyCircle: Go
Are you referring to the zerg / protoss / terran borders & the green / blue / orange buttons? Yes, it depends on race. Just make the player's race non-random, and you can control that. OR you can set the button graphic yourself so that it's ALWAYS the same graphic.
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@threeleven: Go
PM me your map three
or attach it for me
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@tidii: Go
the Actor controls the visual aspect of every thing in the game, including missiles, explosions, and everything else.
What you'll want to do is A) look through some of the tutorials about actors and B) take a look at a unit/actor already in the game. Go find the Marine actor and take a look at everything in there, ESPECIALLY events (events is where you'll do most of your work with actors).