I created a simple abilities: Use Medpack. Rather self explanatory, it heals the unit. The ability is charged based.
Now I want to create a Medpack pickup that will replenish the charge. I looked at Vulture-Replenish mines as a reference. However, I cannot seem to find my Use Medpack ability in the Cost tab of the Effect - Modify Unit.
Could anybody give a step by step guide on how to set up a pickup that replenish the charges of an ability? Thanks.
The only thing against upgrades would be, that catalog triggers have the same possibilities but are a little more flexible.
Hmm, explain? The reason I asked is that I want some abilities to go real high, and I'm not too psyched about the prospect of creating 1 ability or effect that many times over you know? :/ I'm looking for input before I proceed. Thanks!
Let's say I am making a hero. Is there any reason why I should not use Upgrades for my skill leveling system? It seems more flexible and less messy than the built in WC3 Skill level up system. Of course I understand that upgrades are applied to all units of the same type instead of just one, but it shouldn't be a problem since you only control 1 hero at a time.
I require two simple button textures one for the Health Recharger and one for the Energy Recharger. To be specific they are those cube-shaped pickups encountered by Raynor in the secret mission. Using the unit wireframe's as a starting point, I need the first-aid symbol on the Health Recharger to be red and correspondingly the lightning bolt symbol on the energy recharger blue. Much appreciated!
So far I found two ways to do it: One way is with vital regeneration bonus in behavior modifications+. Second way is effect - create healer. What are the pros and cons of each?
For the first one, is it possible to, when I make the unit attack, he keeps attacking til there are no enemies left? Cause, the problem now is that once he is done killing a unit he doesn't move on to the next unless I tell him. I simply want to give the order to intiate and the unit takes over from there
OMG, I got it...it was because I included the dmg effects in my set, when I took out the dmg effects and left only the area search it was fine so I now have the ability reference the search area and it's working fine now :D
The ability itself is an effect instant with a set effect - 2 damage effects and 1 search area effect. Even after I checked away the ally and player search filters and excluded my caster for all effects, my custom AoE effect is hurting my caster. Not the other units just the caster. Now the funny thing is, when I checked away both neutral and enemy, they don't get hurt but the caster STILL does. What gives?
I created a repeatable upgrade for my unit's weapon damage. However, after it's reached it's max level the button didn't disable like I wanted it to...this is how I set up the requirement:
Use
And
Less than
Count upgrade UpgradeFlamethrower Queued or Better
Constant 10
I followed some tutorials and generally this is what they show. Can anyone give some step-by-step instructions on how to link this requirement up with the upgrade and the research ability? I know it's pretty basic, I'm just starting out ^^
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@TheAlmaity: Go
Found it thanks =) I had to create a set effect as well, as I still needed the Killstocaster
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@o3210: Go
Sorry, still can't seem to locate what exactly connects the behavior to the unit. Exactly which field is it under? Thanks.
0
^Topic. I tried copying the Mule timed life behavior and putting it on the spider mine unit but that doesn't work.
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I created a simple abilities: Use Medpack. Rather self explanatory, it heals the unit. The ability is charged based.
Now I want to create a Medpack pickup that will replenish the charge. I looked at Vulture-Replenish mines as a reference. However, I cannot seem to find my Use Medpack ability in the Cost tab of the Effect - Modify Unit.
Could anybody give a step by step guide on how to set up a pickup that replenish the charges of an ability? Thanks.
0
@Kueken531: Go
The only thing against upgrades would be, that catalog triggers have the same possibilities but are a little more flexible.
Hmm, explain? The reason I asked is that I want some abilities to go real high, and I'm not too psyched about the prospect of creating 1 ability or effect that many times over you know? :/ I'm looking for input before I proceed. Thanks!
0
Let's say I am making a hero. Is there any reason why I should not use Upgrades for my skill leveling system? It seems more flexible and less messy than the built in WC3 Skill level up system. Of course I understand that upgrades are applied to all units of the same type instead of just one, but it shouldn't be a problem since you only control 1 hero at a time.
0
Hi,
I require two simple button textures one for the Health Recharger and one for the Energy Recharger. To be specific they are those cube-shaped pickups encountered by Raynor in the secret mission. Using the unit wireframe's as a starting point, I need the first-aid symbol on the Health Recharger to be red and correspondingly the lightning bolt symbol on the energy recharger blue. Much appreciated!
0
So far I found two ways to do it: One way is with vital regeneration bonus in behavior modifications+. Second way is effect - create healer. What are the pros and cons of each?
0
@Cbasz95: Go
For the first one, is it possible to, when I make the unit attack, he keeps attacking til there are no enemies left? Cause, the problem now is that once he is done killing a unit he doesn't move on to the next unless I tell him. I simply want to give the order to intiate and the unit takes over from there
0
- Unit will not attack, unless I give it the command to.
- Unit will not retreat from attack, unless I give it the command to.
- Turn a move command automatically into an attack move command
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@aczchef: Go
OMG, I got it...it was because I included the dmg effects in my set, when I took out the dmg effects and left only the area search it was fine so I now have the ability reference the search area and it's working fine now :D
0
@OneSoga: Go
Ability - Effect instant
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@Dustin374: Go
I unchecked player too. The problem is that it seems to hurt the caster no matter what I check or uncheck...
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The ability itself is an effect instant with a set effect - 2 damage effects and 1 search area effect. Even after I checked away the ally and player search filters and excluded my caster for all effects, my custom AoE effect is hurting my caster. Not the other units just the caster. Now the funny thing is, when I checked away both neutral and enemy, they don't get hurt but the caster STILL does. What gives?
0
I created a repeatable upgrade for my unit's weapon damage. However, after it's reached it's max level the button didn't disable like I wanted it to...this is how I set up the requirement:
Use
And
Less than
Count upgrade UpgradeFlamethrower Queued or Better
Constant 10
I followed some tutorials and generally this is what they show. Can anyone give some step-by-step instructions on how to link this requirement up with the upgrade and the research ability? I know it's pretty basic, I'm just starting out ^^