Yes it's possible
all data is strings:
so if we want duration of TEST behavior we need do this:
string TEST_DURATION_STR = CatalogFieldValueGet ( preset catalog, string entry, string fieldPath, int player )
preset catalog - easy, if my situation this is Behaviors
string entry - name of Behavior (turn on display of raw data and u'll see it)
string fieldPath - raw data helps you. for my situation i need to write "Duration" in this parameter
int player - i use here 0, but may be Any Player better
Jup but i hope OP will understand what im talking about and this topic will go to archive and new ppl who will want understand object system/duplicating system of Galaxy Editor will find this post through search
u got Duplicating idea totally wrong. if you have ability with over 9000 linked effects and wanna same ability with same effects that do more dmg - you need duplicate ability and uncheck all except dmg effects and effects that linked with dmg.
cuz all that you uncheck - it will be in your ability too
same with you - when u copy unit and uncheck all abilities, actors, stupid weapons - you are like "mmmh, i'll get dummy unit ♥ ♥ ♥"
but if you uncheck all - it create copy of your unit with link to old abilities, so you need manually delete all this links (or create new from default template)
so examples:
i have Unit 1 what linked with Weapon 1
if i wanna make Unit 2 (same as Unit 1, but no weapon)
i duplicate Unit 1, uncheck Weapon 1 and in my new fresh Unit 2 i manually delete link to Weapon 1
if i wanna make Unit 2 (same as Unit 1, with same weapon)
i duplicate Unit 1 and again uncheck Weapon 1 cuz i wanna 2 units linked to 1 weapon.
1 more example - i wanna create Spartain Hellion with over 9000 dmg
what i should check when i duplicate hellion?
uncheck all abilities (new unit will have stanadt attack standart stop - thats good)
Actors:
seems like units linked to actors, not actors to units.
same with abilites - you link your ability to actor, not like wc3 u just make graphics for ability
so we duplicate them for our new unit, cuz old hellion actors linked to the old hellion and thats very hard to link actor with 2 hellions.
Effects - duplicate - we wanna new effects with over 9000 dmg
so check on all cuz they're linked with each other
Models - leave them alone (off) - duplicating models is not nessesary to you (you can change all visuals in duplicated actor)
Movers - off, we dont want second Ground Mover
Sounds - off, same as models
Turrets - idk what is it O_O so we can copy that
Upgrades - off, i hope you got why they're off (if not - cuz our hellion should be linked with old standart upgrades)
Validators - off
weapons - on (same as effects)
Hmmm, and u made system with change unit height and move unit position?
and they cannot attack cuz you move them every 0.1 sec?
if so - prolly you should go to data editor section or google how to make unit attack while moving (or for testing - spin diamondbacks from campaign :D)
1) Make your marine variable constant. this will display this var in event selection list
but fyeah, you dont need a constant variable :D if you preplace CC - theres the best way
2) Okay, you can make a region (in editor or dynamically in trigger)
but w00t - region needs to be constant - so if you know size of cc - you can make region and move it to position (not tested)
3) and t3h galaxy hack
place this in your initialization/start trigger, where all vaiables are known
Get how much Terrain texuture under point (now in real ofc)
Cross-regions upload
Custom Game Names ( i will pray for you if they do this )
W3C custom game search system, just because if you found a really cool but unpopular map - you have no chance to play it ever
they even can include both search systems >.<
^-^
you even can make dynamic lava with that system - uncheck "constant" marker on lava level variable and make sure you change it when raising lava
i bet it will work
"with this all the pylons can do is revolve"
i dont get it
also what you mean "vertical orbit"?
if X is length and Y is a width and Z is a height of carrier - you wanna them spin in YZ plane? or XY?
pylons is a units?
now i understand you post like - "i wanna a carrier and 2 pylons spinning around carrier in YZ plane, they are units and for [reason] i cant make this"
am i right?
even better than your idea - if you make bottomless pit air units die too
and region added cuz i dont want check every unit on the map - only units near lava
0
So may be you post your trigger here? ;)
0
What is countdown bar?
0
Yes it's possible
all data is strings:
so if we want duration of TEST behavior we need do this:
string TEST_DURATION_STR = CatalogFieldValueGet ( preset catalog, string entry, string fieldPath, int player )
preset catalog - easy, if my situation this is Behaviors
string entry - name of Behavior (turn on display of raw data and u'll see it)
string fieldPath - raw data helps you. for my situation i need to write "Duration" in this parameter
int player - i use here 0, but may be Any Player better
and then convert string to real
0
u need tint color?
0
I need cooldown frmo ability in a real variable. or duration.
is it possible to pick this values from data editor?
0
@silvermage: Go
Jup but i hope OP will understand what im talking about and this topic will go to archive and new ppl who will want understand object system/duplicating system of Galaxy Editor will find this post through search
0
@zeldarules28: Go
u got Duplicating idea totally wrong. if you have ability with over 9000 linked effects and wanna same ability with same effects that do more dmg - you need duplicate ability and uncheck all except dmg effects and effects that linked with dmg.
cuz all that you uncheck - it will be in your ability too
@AlphaShadows: Go
same with you - when u copy unit and uncheck all abilities, actors, stupid weapons - you are like "mmmh, i'll get dummy unit ♥ ♥ ♥"
but if you uncheck all - it create copy of your unit with link to old abilities, so you need manually delete all this links (or create new from default template)
so examples:
i have Unit 1 what linked with Weapon 1
if i wanna make Unit 2 (same as Unit 1, but no weapon)
i duplicate Unit 1, uncheck Weapon 1 and in my new fresh Unit 2 i manually delete link to Weapon 1
if i wanna make Unit 2 (same as Unit 1, with same weapon)
i duplicate Unit 1 and again uncheck Weapon 1 cuz i wanna 2 units linked to 1 weapon.
1 more example - i wanna create Spartain Hellion with over 9000 dmg
what i should check when i duplicate hellion?
uncheck all abilities (new unit will have stanadt attack standart stop - thats good)
Actors:
seems like units linked to actors, not actors to units.
same with abilites - you link your ability to actor, not like wc3 u just make graphics for ability
so we duplicate them for our new unit, cuz old hellion actors linked to the old hellion and thats very hard to link actor with 2 hellions.
Effects - duplicate - we wanna new effects with over 9000 dmg
so check on all cuz they're linked with each other
Models - leave them alone (off) - duplicating models is not nessesary to you (you can change all visuals in duplicated actor)
Movers - off, we dont want second Ground Mover
Sounds - off, same as models
Turrets - idk what is it O_O so we can copy that
Upgrades - off, i hope you got why they're off (if not - cuz our hellion should be linked with old standart upgrades)
Validators - off
weapons - on (same as effects)
0
Hmmm, and u made system with change unit height and move unit position?
and they cannot attack cuz you move them every 0.1 sec?
if so - prolly you should go to data editor section or google how to make unit attack while moving (or for testing - spin diamondbacks from campaign :D)
0
1) Make your marine variable constant. this will display this var in event selection list
but fyeah, you dont need a constant variable :D if you preplace CC - theres the best way
2) Okay, you can make a region (in editor or dynamically in trigger)
but w00t - region needs to be constant - so if you know size of cc - you can make region and move it to position (not tested)
3) and t3h galaxy hack
place this in your initialization/start trigger, where all vaiables are known
TTT - trigger name with come_to_cc event
and MMM - variable My Marine
0
they even can include both search systems >.<
0
@KnifeSmile: Go
^-^
you even can make dynamic lava with that system - uncheck "constant" marker on lava level variable and make sure you change it when raising lava
i bet it will work
0
mmmhm, how about just make a channel where all who avaliable to test can sit and check messages?
0
"with this all the pylons can do is revolve"
i dont get it
also what you mean "vertical orbit"?
if X is length and Y is a width and Z is a height of carrier - you wanna them spin in YZ plane? or XY?
pylons is a units?
now i understand you post like - "i wanna a carrier and 2 pylons spinning around carrier in YZ plane, they are units and for [reason] i cant make this"
am i right?
0
@Reaper872: Go
thats what i did in the map ^.^
even better than your idea - if you make bottomless pit air units die too
and region added cuz i dont want check every unit on the map - only units near lava
0
What about simply add width and height paramerers?
Btw about import bug solution - did you try my method with saving after import?