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    posted a message on Pick Each Integer Always 0

    It's a pendant to a local variable in a function. This is just local for the loop, exclusively.

    Secondly, you should use an Action Definition with an Integer parameter instead of calling a Trigger, and then pass on the Picked Integer from the loop.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Solved] Problem changing texture on a War3 model

    I figured it out!

    Solution map is attached.

    The "Prefix" in the Model's "Texture Declarations +" is apparently now required (source).

    How to replicate step-by-step

    1. Import (F9) your custom texture (commonly a "diffuse" image).
    2. In the Data Editor (F7), go to the "Texture" tab, and create a new texture. Set File to the path of your imported texture. Set Slot to "body".
    3. Go to the "Model" tab and select the model you wish to replace the texture for. Click "Texture Declarations +" and a dialog window appears. See this screenshot. Add an index by clicking the green "+". Under "Adapations", click the green "+" as well. Now, in Slot write "body". In Trigger On Substring and Prefix write the name (not path) of the original texture filling that slot (may be found browsing "Model Data" in the Cutscene Editor; help here).
    4. Go to the Actor tab and select the respective Actor for your Model. Click "Events +" and a dialog window appears. Add an Event, "ActorCreation", and the action should be "TextureSelectById" where you provide the texture you created in stage 2. To make the texture appear in the editor as well, you may do a neat "TimerSet" trick (again, more help here).
    5. Place your model in the Terrain Editor to verify.

    It should now work.

    Enjoy!

    Posted in: Data
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    posted a message on Need help with simple triggers

    @DerpsMcSkate: Go

    No problem, mate. I'm glad you got it working.

    Posted in: Triggers
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    posted a message on [Solved] Problem changing texture on a War3 model

    Still having problems with this one. No one who can help? :(

    Posted in: Data
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    posted a message on Need help with simple triggers

    All right. I checked. Unburrow does not need Burrow to be researched.

    I made an example map (attached). Things work like they should.

    I bet you unintentionally disabled the trigger (Ctrl+I) or perhaps used the wrong region. Perhaps you had the wrong region selected when you named it, and then that's the one you use in your trigger?

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    @DerpsMcSkate: Go

    No. That's not it. The "Unburrow" ability doesn't care if there is a "Burrow" ability.

    As mentioned previously, if your trigger doesn't even output messages, then that's your problem. And as joey101d mentioned, make sure "Burrow" (and perhaps other requirements) are researched or remove that requirement from the ability.

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    The trigger logic looks fine. Perhaps you unintentionally turned the trigger off initially or something?

    Try printing out messages in the trigger. If these messages show, the problem is with the Unburrow order.

    As far as the pre-Unburrow goes, it can either be some other trigger playing tricks on you, or it might be the AI for that unit, telling it to stop slacking underground.

    Posted in: Triggers
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    posted a message on [Launch & Persistent] Launching missles in front of caster while moving

    Interesting ability. I couldn't help but notice that the character's facing angle is locked while the spell is cast.

    It looks like a series of individual effects which base their landing point on the units facing angle and a fixed distance. This would be entirely possible, but as mentioned, it'll require a locking of the facing angle of the torso. Perhaps a turret is the answer?

    Posted in: Data
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    posted a message on Restrict Leech Life

    Sounds like you should definitely go with Behaviors, then. Especially if you want it to be upgradeable, as you can then simply stack a buff, if the increments are linear, of course.

    You implementation sounds wrong. The Validators for the lifesteal Effect should be separate from the ones on the damage Effect.

    Posted in: Data
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    posted a message on Restrict Leech Life

    @TyaArcade: Go

    Well, if using a Behavior, lifesteal can be suppressed. Useful if some abilities disable lifesteal. You'd require many more Validators to achievement the same functionality if applying the lifesteal effect on the Weapon.

    Posted in: Data
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    posted a message on Restrict Leech Life

    Whether the lifesteal Effect is referenced through a Weapon or a Behavior doesn't matter.

    A Validator should do the trick.

    Posted in: Data
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    posted a message on [Help] Problems with dependancies when testing.

    @Nixo78: Go

    Okay? You said you were doing a map, though, and that the problem seemed to occur when you imported some data into a different map.

    Not all mods work together. Check the "Messages" dialog - it might contain useful information.

    If you believe you found some illusive bug (I strongly doubt that), I suggest posting on the official Starcraft 2 Forums, including some system information/specs about your computer.

    Posted in: Data
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    posted a message on [Solved] Problem changing texture on a War3 model

    I hammered a bit more on this, but I am not yet successful. I got the Actor working perfectly. I just can't seem to get the texture swap to work. I also did the timer trick in the Actor's Events, i.e.:

    • ActorCreation
      • TimerSet 0.010000 TextureSwapTimer
    • TimerExpired
      • TimerName TextureSwapTimer
      • TextureSelectById Pinchling

    When I use the slot "body" in both Texture and Model, I get the error message:

    • USER: [ 7 17] CActorUnit[Pinchling] Model[Pinchling] m3[War3_HermitCrab]; No mapping for slot body.

    When I use the slot "main" likewise, I get the error message:

    • USER: [ 7 17] CActorUnit[Pinchling] Model[Pinchling] m3[War3_HermitCrab]; No mapping for slot main.

    So the slot appears to be neither "body" nor "main". But then, what is it?

    I also attempted with "main.diffuse", "body.diffuse", and many more combinations.

    Posted in: Data
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    posted a message on Kill Count Field Reference

    @Risquetal: Go

    Alternatively, you could stack an hidden buff (Behavior) per kill and count that.

    Posted in: Data
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    posted a message on Is changing armor type via triggers possible?

    You can rename the armor and change its icon via triggers. However, if you want an armor type system like that in Warcraft 3, where different weapon types do different amounts of damage against different armor types, you have quite a deal of work cut out for you. And that's going to be in the Data Editor entirely. It can be done, though!

    Posted in: Triggers
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