in the flags for the unit there are options like "unselectable" and "unclickable" etc. look through the flags to see if theres something keeping you from click selecting them.
there will be a separate ability for each of the item abilities. if you set patrol as the command for drop in the inventory ability, then there will be an ability in the list that says patrol - inventoryblahblah or something like that when you do the unit ablity event.
When you set up an inventory ability, you set a bunch of ability commands for different item actions like Drop Take Move etc. You just check to see if a unit uses an ability and if the ability is the one for drop/take or whatever.
Okay, I'm a gigantic idiot. After all that messing around I realized i forgot to switch my L1 damage effect to the damage set effect.... So thats why only the L1 would work and not the L2... So Unit ability does work for this. Although I decided to to use the Switch effect instead because it's more organized. Sorry for wasting your time zifoon.
I know the requirements work because I tested them on the Learn ability. I think the problem is that you can't use player requirement validators to see if a unit has an ability. We just need to find a validator that checks to see if a unit has an ability. I tried a bunch of things but none of them worked. Maybe you just can't see if a unit has an ability through validators?
Field ScattershotL1 (Scattershot L1)
CRequirement_NodeArray + (GTCountAbilScattershotCompleteOnlyAtUnit0|GTCountAbilScattershotCompleteOnlyAtUnit0) <- requirement for count of ability scattershot L1 greater than 0 completed at unit
validator:
Field ScattershotL1
Validator - Find Disabled
Validator - Ignore While Channeling 0
Validator - Other Player + e_effectPlayerUnknown
Validator - Player + Scattershot (Damage) L1:Caster
Validator - Result - Failure Error
Validator - Result - No Player OKPlaceholder
Validator - Value Scattershot L1
This does not work. It works if I set find to enabled, but it doesn't work for the L2 version if I check Find to enabled on the L2 validator.
That's a great idea and I think it will work if I can just get the validators to work. I made a validator of type Unit Ability, set the ability link to the level 1 ability, and set Find to enabled. That worked for the level 1 damage. I made another validator that did the exact same thing for the level 2 ability, but the level 2 damage isn't added on. Is this the proper way to see if a unit has an ability? Is there a way to see if a token in an ability is equal to something using validators?
I have an ability that has a decent number of effects that I would like to avoid duplicating for every level of the ability. All the effects stay the same for each level except for the damage effect.
Ability -> Launch Missile Effect -> Search Area Effect at impact point -> Set (Damage Effect, Apply Behavior Effect)
Right now it looks like I have to replace every effect just to put a higher damage effect for higher levels of the ability. Anyone know how I could do this only adding a new damage effect per level of the ability, rather than all the effects duplicated for every level of the ability?
Can you assign an actor to more than one unit type? I don't want to make an actor for every item unit I make :(. I change the unitName to assign the actor to a unit right now, but I was wondering if there was another way that let more than one.
There is a Set Dialog Item Style action that takes a string. I couldn't find a list of styles in the editor so I found them in the game data file. Here they are:
This is a library for attaching a "paperdoll" to a unit. Paperdolls allow you to equip/unequip items on that unit. This version is very limited but I am looking for feedback before I go much further in it.
Current todo list:
Various functions for things like accessing the dialog object for a paperdoll.
Adding "stats" to a paperdoll and making functions for creating stat displays in the paperdoll dialog.
Events for many things like "Unit equips/unequips item" or "Player opens paperdoll" etc.
Fix any bugs/flaws that pop up (please find them everyone!)
There is an example map included in the zip file with length comments. Let me know if anyone has any questions!
If you double click on the unit in the list of units, and then have the Field Values "Copy From" the original unit, it should fill in all the missing fields. This is after you duplicate the unit.
I can't figure out how to move an item unit from anywhere to a specified slot in a specified unit's inventory. IE: There is a gun item in a marines main inventory. I want to have a trigger or even custom script that moves this item from the main inventory into the "equip item" inventory which is the second inventory the marine has. Anyone have any ideas?
0
in the flags for the unit there are options like "unselectable" and "unclickable" etc. look through the flags to see if theres something keeping you from click selecting them.
0
there will be a separate ability for each of the item abilities. if you set patrol as the command for drop in the inventory ability, then there will be an ability in the list that says patrol - inventoryblahblah or something like that when you do the unit ablity event.
0
When you set up an inventory ability, you set a bunch of ability commands for different item actions like Drop Take Move etc. You just check to see if a unit uses an ability and if the ability is the one for drop/take or whatever.
0
How would you make the Learn ability add 1 to the behavior stack when the player chooses the next level of the ability?
0
Okay, I'm a gigantic idiot. After all that messing around I realized i forgot to switch my L1 damage effect to the damage set effect.... So thats why only the L1 would work and not the L2... So Unit ability does work for this. Although I decided to to use the Switch effect instead because it's more organized. Sorry for wasting your time zifoon.
0
I know the requirements work because I tested them on the Learn ability. I think the problem is that you can't use player requirement validators to see if a unit has an ability. We just need to find a validator that checks to see if a unit has an ability. I tried a bunch of things but none of them worked. Maybe you just can't see if a unit has an ability through validators?
0
Field ScattershotL1 (Scattershot L1)
CRequirement_NodeArray + (GTCountAbilScattershotCompleteOnlyAtUnit0|GTCountAbilScattershotCompleteOnlyAtUnit0) <- requirement for count of ability scattershot L1 greater than 0 completed at unit
validator:
Field ScattershotL1
Validator - Find Disabled
Validator - Ignore While Channeling 0
Validator - Other Player + e_effectPlayerUnknown
Validator - Player + Scattershot (Damage) L1:Caster
Validator - Result - Failure Error
Validator - Result - No Player OKPlaceholder
Validator - Value Scattershot L1
This does not work. It works if I set find to enabled, but it doesn't work for the L2 version if I check Find to enabled on the L2 validator.
0
That's a great idea and I think it will work if I can just get the validators to work. I made a validator of type Unit Ability, set the ability link to the level 1 ability, and set Find to enabled. That worked for the level 1 damage. I made another validator that did the exact same thing for the level 2 ability, but the level 2 damage isn't added on. Is this the proper way to see if a unit has an ability? Is there a way to see if a token in an ability is equal to something using validators?
0
I have an ability that has a decent number of effects that I would like to avoid duplicating for every level of the ability. All the effects stay the same for each level except for the damage effect.
Ability -> Launch Missile Effect -> Search Area Effect at impact point -> Set (Damage Effect, Apply Behavior Effect)
Right now it looks like I have to replace every effect just to put a higher damage effect for higher levels of the ability. Anyone know how I could do this only adding a new damage effect per level of the ability, rather than all the effects duplicated for every level of the ability?
0
Can you assign an actor to more than one unit type? I don't want to make an actor for every item unit I make :(. I change the unitName to assign the actor to a unit right now, but I was wondering if there was another way that let more than one.
0
There is a Set Dialog Item Style action that takes a string. I couldn't find a list of styles in the editor so I found them in the game data file. Here they are:
0
http://sc2.nibbits.com/assets/paperdoll-library/
This is a library for attaching a "paperdoll" to a unit. Paperdolls allow you to equip/unequip items on that unit. This version is very limited but I am looking for feedback before I go much further in it.
Current todo list:
There is an example map included in the zip file with length comments. Let me know if anyone has any questions!
-BarakatX2
0
I'm not sure what you're doing in the actions part, but why is there a (Used dialog item) in the conditions when the event is not a dialog event?
0
If you double click on the unit in the list of units, and then have the Field Values "Copy From" the original unit, it should fill in all the missing fields. This is after you duplicate the unit.
0
I can't figure out how to move an item unit from anywhere to a specified slot in a specified unit's inventory. IE: There is a gun item in a marines main inventory. I want to have a trigger or even custom script that moves this item from the main inventory into the "equip item" inventory which is the second inventory the marine has. Anyone have any ideas?