The i5 is a great deal, the main advantage that the i7(1156) has over the i5 is the Hyper-Threading, but that only makes a difference on a few applications that take advantage of the extra cores I believe. I have my i5 750 cranked up to about 3.6ghz and as far as CPU performance goes, it's quite satisfying. :)
Hello, I was wondering if there is a way to get the total damage amount dealt through triggers instead of the "triggering damage amount" event?
The "triggering damage amount" event works fine for non-fatal damage, but when the damage is fatal, the amount is capped at the triggering unit's remaining life. What I would rather like is to get the total amount of damage dealt instead.
Also, the damage is randomized slightly. So CatalogFieldGetData on the Effect Amount wouldn't work properly here as the damage will be slightly off every attack.
For example:
Mob 1, HP: 40/40
I deal 60 damage to Mob 1
Text damage displays 40 damage dealt, instead of the actual 60.
I think the easiest way is to look at your region (Mineral Agglomeration 1) and set it up in the way you see fit by adding extra rectangles/circles. You can make a square with an empty gap in the center by having 4 rectangles.
Hello. I am trying to make an ability where a unit has a behavior that negates all damage for x seconds. I am having problems figuring out how to do this. I am assuming there might be an option in Combat Damage Response that could do this but I am not sure. Help please!
Hopefully this is simple, but is there a way to disable the automatic rounding of the starting location positions?
All my start location positions end with a '.5', if I set coordinates of Y(for example) to 120, it'll round off to 120.5.
This problem is making some of the bases spawning off the starting locations look uneven and silly. =(
And your trying to do with with the catalog event huh. Should still work just try the other scale field values that i listed above. You may want to check out the data fields on the actor with the "Raw Data View" on
The problem is that its giving me the message 'ErrorCatalogFieldNotWritten' which tells me that it can't find the field in the first place. And I actually got the value 'Scale' from the Raw Data View itself. I have tried CActorModel_Scale and Scale both and they don't work for me.
I have units spawn every second, and after a certain condition I want to change their model size. I have no problems using catalog to increase the stats(Armor, HP) but when it comes to changing the model scale it doesn't work. I tried the Actor - Scale and the Model - ScaleMax, Model - ScaleMin, and they just don't seem to work. Is there a workaround trick for this?
0
The i5 is a great deal, the main advantage that the i7(1156) has over the i5 is the Hyper-Threading, but that only makes a difference on a few applications that take advantage of the extra cores I believe. I have my i5 750 cranked up to about 3.6ghz and as far as CPU performance goes, it's quite satisfying. :)
0
Hello, I was wondering if there is a way to get the total damage amount dealt through triggers instead of the "triggering damage amount" event?
The "triggering damage amount" event works fine for non-fatal damage, but when the damage is fatal, the amount is capped at the triggering unit's remaining life. What I would rather like is to get the total amount of damage dealt instead.
Also, the damage is randomized slightly. So CatalogFieldGetData on the Effect Amount wouldn't work properly here as the damage will be slightly off every attack.
For example:
Mob 1, HP: 40/40
I deal 60 damage to Mob 1
Text damage displays 40 damage dealt, instead of the actual 60.
0
@StatusQ3: Go
You can do it either way, within the Dialog box trigger or through another separate trigger.
I don't really understand the last question, but if it's anything that I think it is, then it's most likely possible.
0
Is there a way to make a dialog item(label, specifically) work like a text tag with height offset?
My main goal is to display a dialog item above units wherever they are, without manually setting the coordinates.
0
I think the easiest way is to look at your region (Mineral Agglomeration 1) and set it up in the way you see fit by adding extra rectangles/circles. You can make a square with an empty gap in the center by having 4 rectangles.
0
http://img175.imageshack.us/img175/4218/popularity.jpg
I lol'd.
0
Thanks!
0
Hello. I am trying to make an ability where a unit has a behavior that negates all damage for x seconds. I am having problems figuring out how to do this. I am assuming there might be an option in Combat Damage Response that could do this but I am not sure. Help please!
0
Hopefully this is simple, but is there a way to disable the automatic rounding of the starting location positions? All my start location positions end with a '.5', if I set coordinates of Y(for example) to 120, it'll round off to 120.5.
This problem is making some of the bases spawning off the starting locations look uneven and silly. =(
0
Just a random thought, but maybe something like this?
0
You can also make a hidden unit spawn those units using the data editor, and when the player leaves the game, simply kill the hidden unit(spawner).
0
@RileyStarcraft: Go
Had a feeling so, thanks.
0
The problem is that its giving me the message 'ErrorCatalogFieldNotWritten' which tells me that it can't find the field in the first place. And I actually got the value 'Scale' from the Raw Data View itself. I have tried CActorModel_Scale and Scale both and they don't work for me.
0
I have units spawn every second, and after a certain condition I want to change their model size. I have no problems using catalog to increase the stats(Armor, HP) but when it comes to changing the model scale it doesn't work. I tried the Actor - Scale and the Model - ScaleMax, Model - ScaleMin, and they just don't seem to work. Is there a workaround trick for this?
0
@Zurom: Go
There should be a tiny button with a green icon on the right side, that lets you add more validators.