k. got the whole thing working but am trying to not let my head explode the past hour because the damn validator is not working.
if I don't have any validators the behaviour is applied like it should without a problem. only when I add a validator to check only to apply on the spider mine its not adding anything. am I not seeing something?
(note u have to use effect to add the hidden behavior do not put the behavior on spider unit beforehand, or else the behavior will not know record who the 'caster' is)
yeah.. that's a trigger solution.. but if vultures are build in big groups I kinda need a BIG array and make sure that every mine gets placed in the right array.
was hoping on a data editor solution. is more precise and clean.
I'm been breaking my head over this problem for the past couple of hours and I don't seem to get it to work. I tried using behaviour, validators etc and nothing is working. anyone has an idea
I want to have the Spider Mines that a vulture has created die when that vulture also dies.
done and dusted. 2 mins work. no problem. windows 7 64bit. No bug at all.
so no bug but a mistake in the actions you take.
edit:
also 1 big tip I can give in copying units:
first only copy the unit and the actor that controls the model and events. (no models, no sounds, no upgrades, no other actors except the basic one)
Make sure that the unit works by testing.
second go to the weapon tab and copy the weapon with all the effects and actors(except the missile unit)
(if there is a missile unit) now go to the unit tab and copy the missile + the actor that's with it.
(if there is a missile unit) go to the effects tab and search the launch missle effect and connect it to the missle unit (most bottom data point)
next go to the unit tab and add your custom weapon to the unit (look for the weapon data point)
and your done. the unit should work now. (this will work with 90% of all units)
remember this won't include the burrow skill (what requires to repeat every step but than with the burrowed unit and link them together with a ability and events)
k. i'm not even gone try help if you can't follow instructions..
You ever even tried to right click -> explain link?
edit.. nvm that question. ofc you didn't because else you where not asking the main question in the first place.
if you do this you would know that the default actor in your copy is created because of the ability to morph into a baneling. the morph has a cancel event that makes sure the unit transforms back into a zergling (original) if you cancel the baneling morph...
remove the baneling morph ability and problem solved. if you want to keep the baneling morph than you also need to duplicate the ability an make sure the links are correct.
SO REMEMBER TO USE "EXPLAIN LINK" IF YOU DON"T UNDERSTAND HOW A ACTOR,UNIT,SOUND,MODEL IS LINKED TO YOUR UNIT!!!!
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k. I can't get the validator to work in this case to only apply the effect to spider mines in the area :S anyone has a bright idea for me?
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still no fix. as soon as I add a check for nit type its not working
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k. got the whole thing working but am trying to not let my head explode the past hour because the damn validator is not working.
if I don't have any validators the behaviour is applied like it should without a problem. only when I add a validator to check only to apply on the spider mine its not adding anything. am I not seeing something?
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I'm feeling really stupid now....
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this will do for every hp from 100% to 0%.... the power of math :P
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yeah.. that's a trigger solution.. but if vultures are build in big groups I kinda need a BIG array and make sure that every mine gets placed in the right array.
was hoping on a data editor solution. is more precise and clean.
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I'm been breaking my head over this problem for the past couple of hours and I don't seem to get it to work. I tried using behaviour, validators etc and nothing is working. anyone has an idea
I want to have the Spider Mines that a vulture has created die when that vulture also dies.
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problem is that most of these things have loads of particles and let that be the one we can't export yet.
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your on road to success :P. loved the map btw.
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done and dusted. 2 mins work. no problem. windows 7 64bit. No bug at all.
so no bug but a mistake in the actions you take.
edit:
also 1 big tip I can give in copying units:
remember this won't include the burrow skill (what requires to repeat every step but than with the burrowed unit and link them together with a ability and events)
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don't tell me I need to make a video to explain this....
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will give:
never saw: "The type of markup for this entry.Click here for details." under your reply above the makeup type?
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you can try this: http://forums.sc2mapster.com/resources/trigger-libraries/7275-release-anti-blocking-script/#p3
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k. i'm not even gone try help if you can't follow instructions..
You ever even tried to right click -> explain link?
edit.. nvm that question. ofc you didn't because else you where not asking the main question in the first place.
if you do this you would know that the default actor in your copy is created because of the ability to morph into a baneling. the morph has a cancel event that makes sure the unit transforms back into a zergling (original) if you cancel the baneling morph...
remove the baneling morph ability and problem solved. if you want to keep the baneling morph than you also need to duplicate the ability an make sure the links are correct.
SO REMEMBER TO USE "EXPLAIN LINK" IF YOU DON"T UNDERSTAND HOW A ACTOR,UNIT,SOUND,MODEL IS LINKED TO YOUR UNIT!!!!
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select an object. keep ctrl pressed and click in the direction you want the object facing.