I'd be grateful for any help, as it would make my work a lot easier.
PS: I've read somewhere that, with Patch 9, pointers got removed completely. If that's the case then it's not possible, I guess.. but asking doesn't cost anything :p
The way I've applied the blood splat in the picture with the marine was through triggers. (Attach actor to unit).
I'm not very experienced with the Data Editor yet, so I barely get anything done with it.
I can only theorize here, but even if the persistent effect would stay at one place, it wouldn't disappear again I guess. After a couple of hundred kills that might clogg up the engine pretty much.
Yea there are a couple of nice blood effects, but attaching them to the unit has 2 drawbacks:
1st) it moves with the unit - which is kind of stupid. To understand this it might be good to know how the blood actually looks like:
Logically the blood should stick to the ground :p
2nd) I don't think I have control of the angle the blood is spawned in. As you can see on the image the blood is shet to the opposite direction the bullet came from.
I have tried using a unit with the blood splat as a model, but because of some reason the unit shows fine in the editor, but it doesn't appear in-game :(
I have a little problem here:
I triggered myself a little weapons-system and now I want units hit to have blood effects (blood that splats on the ground behind them).
In Wc3 I'd use doodads for that, but in SC2 there is no API for creating doodads o0 There is neither an API for creating special effects, if I'm not wrong.
Any idea on other ways to make blood splats on the ground?
PS: The damage is triggered, so there is no actually unit shooting.
1st) Is there a way to make triggers show up a customs script, like it was in WC3? The Show Script button does not let me modify the script, as far as I see.
2nd) I've created a custom library with some functions inside. Now when I want to call one of these functions in one of my triggers the game gives me a compile error. When I am using Show Script to display the whole map script I can see that my functions aren't in there though. The whole library consists of just a few commented lines.
Is there anything special I have to do to make a library work?
0
In the Data Editor you can add "Uncommandable" to the Flags-property of the unit to make the user unable to use ANY commands.
Otherwise you can use a trigger with this action:
UI - Disable Smart Click for (All players) commands
Works like a charm, just tested it :P
PS: In the list it is called: Enable/Disable Command Functionality. You have to select Smart Clicks from there.
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Well, I suck with the Data Editor so I couldn't figure anything out by myself and Galaxy doesn't have functions for creating special effects yet.
How can I attach a special effect to an Effect? So that it is shown once when receiving the Effect?
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There is no API for doodads. So it's not possible. Hopefully they'll add some before they throw the game at the public.
0
Let him play the death animation, wait 1 second, then set his animation scale to 0. That'll freeze him in the middle of his animation.
Alternatively you could try to tinker around with Set Animation Completition or whatever it was named.
0
Is there any way to realize GetMyItem() in Galaxy? I'm getting the error that "bulk copy is not supported".
I think in C you'd write it like that:
But that simply gives me some syntax error.
I'd be grateful for any help, as it would make my work a lot easier.
PS: I've read somewhere that, with Patch 9, pointers got removed completely. If that's the case then it's not possible, I guess.. but asking doesn't cost anything :p
0
I'd be very grateful for this. I'm still trying to get working with dummy units, but to no avail yet.
0
The model I am using is
Assets\Effects\Zerg\BloodImpactSmear\BloodImpactSmear.m3
The way I've applied the blood splat in the picture with the marine was through triggers. (Attach actor to unit). I'm not very experienced with the Data Editor yet, so I barely get anything done with it.
I can only theorize here, but even if the persistent effect would stay at one place, it wouldn't disappear again I guess. After a couple of hundred kills that might clogg up the engine pretty much.
0
Yea there are a couple of nice blood effects, but attaching them to the unit has 2 drawbacks:
1st) it moves with the unit - which is kind of stupid. To understand this it might be good to know how the blood actually looks like:
Logically the blood should stick to the ground :p
2nd) I don't think I have control of the angle the blood is spawned in. As you can see on the image the blood is shet to the opposite direction the bullet came from.
I have tried using a unit with the blood splat as a model, but because of some reason the unit shows fine in the editor, but it doesn't appear in-game :(
0
I have a little problem here: I triggered myself a little weapons-system and now I want units hit to have blood effects (blood that splats on the ground behind them).
In Wc3 I'd use doodads for that, but in SC2 there is no API for creating doodads o0 There is neither an API for creating special effects, if I'm not wrong.
Any idea on other ways to make blood splats on the ground?
PS: The damage is triggered, so there is no actually unit shooting.
0
I'm using move-unit triggers either and I've also encountered the problem.
You can also do a pathing check [ Is terrain pathable() ] before moving your unit there.
0
Well, from what I see: You are adding buttons to "MyDialog" And then you're creating some dialog. MyDialog has nothing to do with your created dialog.
This should work.
0
This might help you: Adding an Ability to a unit My guess is that you forgot to add the button in the unit's Command Card.
0
Hi guys, I got two questions to ask.
1st) Is there a way to make triggers show up a customs script, like it was in WC3? The Show Script button does not let me modify the script, as far as I see.
2nd) I've created a custom library with some functions inside. Now when I want to call one of these functions in one of my triggers the game gives me a compile error. When I am using Show Script to display the whole map script I can see that my functions aren't in there though. The whole library consists of just a few commented lines. Is there anything special I have to do to make a library work?
Thanks in advance, s3r