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.
The "Prefix" in the Model's "Texture Declarations +" is apparently now required (source).
How to replicate step-by-step
Import (F9) your custom texture (commonly a "diffuse" image).
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".
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 . 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).
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 (again, more help here).
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?
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.
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.
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?
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.
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.
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.
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.
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!
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.
0
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
It should now work.
Enjoy!
0
@DerpsMcSkate: Go
No problem, mate. I'm glad you got it working.
0
Still having problems with this one. No one who can help? :(
0
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?
0
@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.
0
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.
0
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?
0
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.
0
@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.
0
Whether the lifesteal Effect is referenced through a Weapon or a Behavior doesn't matter.
A Validator should do the trick.
0
@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.
0
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.:
When I use the slot "body" in both Texture and Model, I get the error message:
When I use the slot "main" likewise, I get the error message:
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.
0
@Risquetal: Go
Alternatively, you could stack an hidden buff (Behavior) per kill and count that.
0
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!