First up, create 2 global variables, with the type "unit" (i'll refer to them with "p1 special" and "p2 special", but u can name them whatever you want). Leave their initial values to "no unit.
On the trigger your using to create the special units, add a set variable right after the "create ... for player 1" action. Make it read "set "p1 special" = Last created unit". Do the same after "create ... for player 2" only with "p2 special"
Make a new trigger, with the event "Unit Dies". Leave it on "Any Unit". Create an "If Then Else" action, and add a comparison to the "If". Change it to "triggering unit = p1 special". Then, add "end game in victory for player 2" and "end game in defeat for player 1" to the "Then"
Finally, just copy paste the "If Then" in the same trigger, change it to "p2 special", inverse the victory and defeat, and you should be good to go.
Lemme know if you ahve any problems, or need me to elaborate something:)
Did you duplicate the actor for the neural parasite model? you gotta make sure it gets "destroyed" in the actor events once the correct behavior is finished
Does anybody know a way that i can swap a baseline animation via actor events? What I'm trying to do is, a unit that normally runs, recieves a debuff which slows him down, and so "walk" would change to "walk slow". If it's impossible to change it, is there a work-around i can use? Thanks in advance!
Hello! I'm wondering, is it possible to have two (maybe more) energy bars? as in, one bar for hp, one bar for mana, and one bar for energy, or something like that. I was thinking about using shields as a type of mana, but then attacks would drain the shield, and i haven't figured out a fix for that yet
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@softshell1984: Go
First up, create 2 global variables, with the type "unit" (i'll refer to them with "p1 special" and "p2 special", but u can name them whatever you want). Leave their initial values to "no unit.
On the trigger your using to create the special units, add a set variable right after the "create ... for player 1" action. Make it read "set "p1 special" = Last created unit". Do the same after "create ... for player 2" only with "p2 special"
Make a new trigger, with the event "Unit Dies". Leave it on "Any Unit". Create an "If Then Else" action, and add a comparison to the "If". Change it to "triggering unit = p1 special". Then, add "end game in victory for player 2" and "end game in defeat for player 1" to the "Then"
Finally, just copy paste the "If Then" in the same trigger, change it to "p2 special", inverse the victory and defeat, and you should be good to go.
Lemme know if you ahve any problems, or need me to elaborate something:)
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@Undertaking: Go
Did you duplicate the actor for the neural parasite model? you gotta make sure it gets "destroyed" in the actor events once the correct behavior is finished
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Works fine, I just needed to change a single animation on my model, and that wasn't too big a problem. thanks!
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Does anybody know a way that i can swap a baseline animation via actor events? What I'm trying to do is, a unit that normally runs, recieves a debuff which slows him down, and so "walk" would change to "walk slow". If it's impossible to change it, is there a work-around i can use? Thanks in advance!
0
Hello! I'm wondering, is it possible to have two (maybe more) energy bars? as in, one bar for hp, one bar for mana, and one bar for energy, or something like that. I was thinking about using shields as a type of mana, but then attacks would drain the shield, and i haven't figured out a fix for that yet
0
@Selfcreation: Go
Check out the Irradiate ability for the Science Vesel... is that what you're looking for?