• 0

    posted a message on Waste of time?

    @Alec0124: Go

    Btw did they say that there will be more units avaiable in the galaxy editor on release? I personally believe we're not going to see much more than we already have, and its bad \=.

    The icon and model variety in this editor is really REALLY poor.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Remove cloak when attack

    @RileyStarcraft: Go

    Perfect solution. Now its working similar to Warcraft 3 Windwalk :P

    Ty everyone for the help too

    Posted in: Miscellaneous Development
  • 0

    posted a message on Remove cloak when attack

    @RileyStarcraft: Go

    Excluding enemies on scan filter makes the hero only attack if you target an enemy (he will not attack any enemies if you Ground Attack)

    Guess i'll just leave it this way, \=

    Posted in: Miscellaneous Development
  • 0

    posted a message on Remove cloak when attack

    @RileyStarcraft: Go

    Tried both Unchecking the "Can Initiate Attack" option in the Weapon, makes the unit never able to attack and set Minimum Scan Range to 0 makes no difference at all \;

    Posted in: Miscellaneous Development
  • 0

    posted a message on Remove cloak when attack

    @RileyStarcraft: Go

    Thnx, I tried this way and it also works perfectly, as well as adding effects on the weapon to remove the behavior.

    @ErrorAsh: Go

    @kaji2: Go

    The trigger way, for some reason I don't know why, didn't work. Btw, I changed the Stop ability of my hero to Stop (Hold Fire), and now he doesn't attack anymore when you order him to stop. The only problem now is that, when you order the unit to MOVE, if when he reaches the point there is a nearby enemy unit, he will not be ordered to stop and will attack it, unless you press S to Stop (HoldFire).

    Btw, thanks everyone for the spell is working acceptable now, I just would like to improve it in this aspect, cuz it's still annoying that everytime you order the unit to move, he will attack nearby enemies when he finishes the movement path. If someone know how to solve this problem, let me know :P.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Remove cloak when attack

    @kaji2: Go

    I made it the 1st way (adding remove behavior effect on weapon). But now I got another problem lol The unit is auto attacking any enemy who gets in range, so, the cloak behavior is getting off all the time. Is there any way to make the unit only attack when the player orders, instead of just auto attack anyone in range?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Remove cloak when attack

    Anyone know how to make the unit lose the Cloak behavior when attacking?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Stupid question, but need help

    @RileyStarcraft: Go

    But it displays this message even when I type the default value. I tried a lot of different value ID from text editors, with and without "e_cmd", other ID types, even the default value, and it is always replaced to OKPlaceHolder. What would you suggest me to type? :\

    Posted in: Miscellaneous Development
  • 0

    posted a message on Stupid question, but need help

    @RileyStarcraft: Go

    I tried it, but, it doesn't matter what I type in the failure field, it is always replaced to OKPlaceHolder, even if I type the default value. Guess its a bug, I'll wait till July 5 for next patch :P Ty anyway

    Posted in: Miscellaneous Development
  • 0

    posted a message on Stupid question, but need help

    It's about the validator text failure result. Anyone know how to change the message displayed?

    Everytime I try to change it for, lets say, "Requires Structure", when I press enter, it is automatically replaced to OKPlaceHolder, and ingame it just displays "ERROR".

    I've been looking everywhere, including text editor, but I have no idea how to change this message. Anyone know?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Specialization

    @Metrael: Go

    Nvm, problem solved.

    Just made the learn specialization ability learn a "dummy" ability of any type, and the requirement checks the level of this ability on the unit.

    Maybe not the best way, but, it is working as intended for now.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Specialization

    @7MM3: Go

    Well, I made an specialization like this:

    A research type ability with the "Fire" upgrade in it,

    The Learn Specialization (learn type ability) has this Research "fire" upgrade in it.

    The Mage's Learn Spells (learn type ability) requires the Fire upgrade complete on the unit. (!CountUpgrade(Fire,CompleteOnlyAtUnit))

    The Mage's Command Card Flame Strike ability also has this same requirement.

    But, still, the ability is always enabled, doesn't matter if I have or not the Fire upgrade. I better do it via trigger, so, when the unit learns the ability, it will set the upgrade level for the owner of triggering unit, but i don't know how to detect when an unit learns an ability through GUI too. Any ideas?

    Posted in: Miscellaneous Development
  • 0

    posted a message on The sound of a missile weapon

    @Aztron: Go

    Actually you have to create a new actor of the type Sound, double click the field Hosting - Host, and, on subject, set the type to actor and choose your weapon.

    And, put the sound you want in the field Sound - sound!

    Posted in: Miscellaneous Development
  • 0

    posted a message on 2 simple questions

    Anyone? I really can't figure how to solve this

    Posted in: Miscellaneous Development
  • 0

    posted a message on Specialization

    I'd like to make a hero like this:

    He has 3 default spell and he can choose between 3 different "specs", each giving 1 different ability. You can only pick 1 of these 3 specs, and then it will enable you to learn a new skill.

    So far, what I've done is the Learn ability with the specialization (which is a behavior type ability) that applies the behavior to the unit, and a requeriment that requires this behavior count at >= than 1. Then, I put this requirements on the Learn ability and on the Command Card thing.

    Example: Class - Mage

    Abilities: Blink, Polymorph, Counterspell then he can spec into Fire to learn Fireball, frost to learn FrostNova and Arcane to learn Arcane Blast Then, the learn ability has 3 categories: Fire, Frost and Arcane that gives the behavior ability (fire, frost or arcane spec) to the unit, and so, the 3 spells (Fireball,FrostNova and ArcaneBlast) requires the respective behavior count on the unit.

    But, it doesn't work, the ability is always there active for the hero to learn and use no matter what I do.

    I don't know if this is the right way, but anyone know a good way to do it?

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.