You can even right click on the new action/event/condition/function definitions and set them to "internal" or a couple of other options to change the category. You can make libraries that add whatever GUI trigger events/conditions/actions/functions you want and have them in their own category so if you install the library it's as if your definitions are part of the trigger editor.
I'm just speculating, but I think the reason they don't have a "mouse move" event or access to current mouse position is because if they did that then it would have to send the mouse coordinates to all other players in the game everytime the player moves their mouse. This would not work with their network engine, I'm guessing. They even put a warning when you use Key press/mouse click events saying it will send a packet for every key press/mouse click and to use it only if you need to.
UI - Set boss bar <energy bar id> current value to (Integer(((Triggering unit) Energy (Percent) (Current)))) (Do refresh the boss bar)
UI - Set boss bar <energy bar id> maximum value to 100 (Do refresh the boss bar)
you only need to set the maximum once so youd probably put that in an init thing.
You could have the research ability for the upgrades that you want the player to be able to purchase on the units themselves in a submenu. You can probably make it so the upgrade buttons dont work unless they are near the "upgrade building".
One way is to have any unit that is supposed to give the hero health when it dies have a Loot of the type Effect, and have the effect be a Search Area with a validator that looks for units with the ability to get health from nearby dead units, and have the search effect apply a modify unit affect giving it health.
You can still have the armor tooltip show whatever number you want without adding armor to it, the Life Armor Level field on the unit is what number it shows on the tooltip, regardless of the life armor value. I don't think you can add a percent sign next to it but you can change the armor's name to say (Percent) or something next to it.
Edit: Now that I think about it, you can put anything you want in the UI - Life Armor Name field, so you pretty much can change the armor tooltip other than it will still say Armor: #. You can still put stuff like <d ref="Behavior,BehaviorID,DamageResponse[0].ModifyFraction"> or something like that. I don't know the exact field names etc.
Can you elaborate on the Catalog Field Value Get thing? You can get data from the data editor using this? I thought the data in the data editor was mostly off limits to triggers.
You could also add a Spawn ability to the structures. The Spawn ability is what is used to make larvae at hatcheries, you can make any building do that making any unit.
The carrier has an Arm Magazine ability for making interceptors, so you would make an Arm Magazine ability for making banshees. Then you would make a weapon for the battlecruiser that creates an effect that launches the banshees at a target unit. If you look at Carrier - Weapon you will see how this works. There are a few effects you do to launch the units, I would just look at the Carrier's effects and abilities and do the exact same thing.
Quote from OneTwoSC:
@MrZ3r0: Go
But! Even with all this... I still have an issue if I have a weapon already (in equip-weapon slot), and then I go buy a weapon from the shop... it appears on the ground (I have one equip-weapon slot, and then 32 slots for anything... yet the bought weapon doesn't go to "anything" area, it goes to the ground).
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You have to make it so all the slots have the weapon's item classification in their classification list. You can put multiple classifications. As long as Equip isn't enabled they cant equip the weapon from a normal slot, only the slots with Equip enabled.
one thing you could do is make it so the unit has an ability that targets this building. the unit disappears and a dummy unit is created at that spot that has a mover which makes it walk to the center of the building. then apply a behavior to the building that gives it the abilities that would be on the new command card (these would already be on the command card and their buttons would be higher on the list than the original buttons, but the abilities would be disabled up until this point so they wouldnt show). this can all be done with effects. most of this would be done using effects like modify unit (to hide the original unit) and then create unit to make the animation unit that walks into the center of the building. in the end i guess you could kill the hidden unit with a damage effect. i dont know of another way to kill a unit with an effect. im just throwing out some ideas, im not sure if this would work.
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You can even right click on the new action/event/condition/function definitions and set them to "internal" or a couple of other options to change the category. You can make libraries that add whatever GUI trigger events/conditions/actions/functions you want and have them in their own category so if you install the library it's as if your definitions are part of the trigger editor.
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I'm just speculating, but I think the reason they don't have a "mouse move" event or access to current mouse position is because if they did that then it would have to send the mouse coordinates to all other players in the game everytime the player moves their mouse. This would not work with their network engine, I'm guessing. They even put a warning when you use Key press/mouse click events saying it will send a packet for every key press/mouse click and to use it only if you need to.
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Unit - Any Unit Energy (Percent) changes
<put condition to see if its the "boss" unit>
UI - Set boss bar <energy bar id> current value to (Integer(((Triggering unit) Energy (Percent) (Current)))) (Do refresh the boss bar)
UI - Set boss bar <energy bar id> maximum value to 100 (Do refresh the boss bar)
you only need to set the maximum once so youd probably put that in an init thing.
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You could have the research ability for the upgrades that you want the player to be able to purchase on the units themselves in a submenu. You can probably make it so the upgrade buttons dont work unless they are near the "upgrade building".
0
One way is to have any unit that is supposed to give the hero health when it dies have a Loot of the type Effect, and have the effect be a Search Area with a validator that looks for units with the ability to get health from nearby dead units, and have the search effect apply a modify unit affect giving it health.
0
You can still have the armor tooltip show whatever number you want without adding armor to it, the Life Armor Level field on the unit is what number it shows on the tooltip, regardless of the life armor value. I don't think you can add a percent sign next to it but you can change the armor's name to say (Percent) or something next to it.
Edit: Now that I think about it, you can put anything you want in the UI - Life Armor Name field, so you pretty much can change the armor tooltip other than it will still say Armor: #. You can still put stuff like <d ref="Behavior,BehaviorID,DamageResponse[0].ModifyFraction"> or something like that. I don't know the exact field names etc.
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Can you elaborate on the Catalog Field Value Get thing? You can get data from the data editor using this? I thought the data in the data editor was mostly off limits to triggers.
0
You could also add a Spawn ability to the structures. The Spawn ability is what is used to make larvae at hatcheries, you can make any building do that making any unit.
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Did you put a requirement on the submenu button?
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Combat - Default Acquire Level
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can you give an example of something other than an integer that you'd want to store on a unit?
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The carrier has an Arm Magazine ability for making interceptors, so you would make an Arm Magazine ability for making banshees. Then you would make a weapon for the battlecruiser that creates an effect that launches the banshees at a target unit. If you look at Carrier - Weapon you will see how this works. There are a few effects you do to launch the units, I would just look at the Carrier's effects and abilities and do the exact same thing.
0
Quote from OneTwoSC:
@MrZ3r0: Go
But! Even with all this... I still have an issue if I have a weapon already (in equip-weapon slot), and then I go buy a weapon from the shop... it appears on the ground (I have one equip-weapon slot, and then 32 slots for anything... yet the bought weapon doesn't go to "anything" area, it goes to the ground).
----
You have to make it so all the slots have the weapon's item classification in their classification list. You can put multiple classifications. As long as Equip isn't enabled they cant equip the weapon from a normal slot, only the slots with Equip enabled.
0
you can store integers in a unit by having a buff behavior and using the stack count as the integer. thats all i got.
0
one thing you could do is make it so the unit has an ability that targets this building. the unit disappears and a dummy unit is created at that spot that has a mover which makes it walk to the center of the building. then apply a behavior to the building that gives it the abilities that would be on the new command card (these would already be on the command card and their buttons would be higher on the list than the original buttons, but the abilities would be disabled up until this point so they wouldnt show). this can all be done with effects. most of this would be done using effects like modify unit (to hide the original unit) and then create unit to make the animation unit that walks into the center of the building. in the end i guess you could kill the hidden unit with a damage effect. i dont know of another way to kill a unit with an effect. im just throwing out some ideas, im not sure if this would work.