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    posted a message on [Trigger] Can someone please look at my trigger

    Ok, I created a trigger. It's supposed to check if the unit dying has the behavior buff : infected on them.

    If they do, the killer of the unit gets a new unit spawned in the place of the dying unit.

    Now it works..... but only some times. I tested it out, sometimes the new unit spawns, other times nothing happens. How could this be?

    http://img96.imageshack.us/img96/34/infested.png

    Posted in: Miscellaneous Development
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    posted a message on Flamethrower Question

    I did this myself actually. I don't have the editor on this computer, but you have to edit the scale of the firebat attack animation. So what I think you must do is look up the firebat unit. Then in the tree below find the model associated with the attack, should be listed under Models and called Firebat Attack Flame. Change the scale of the Y from 1.0 to 2.0. You can also mess around with the X and Z scales to make it look bad ass.

    Also, if you want to add a little style to it, make the max Y scale to 2.5 and the min Y scale to 2.0 so the effect will vary between the min and max, makeing the flame a little long some attacks, and shorter some. I think it's a cool effect.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Is it possible to make unit attack ground?

    I would also like to see if this is possible.

    Posted in: Data
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    posted a message on Using an item or ability to reduce the energy cost of another item

    I'm trying to make it so if you use item "reduce energy cost" it reduces the energy cost of the next item you use.

    I've looked at behavior buffs and effects, but can't seem to find anything, and I don't see anything in the trigger area either.

    any suggestions or ideas would be great.

    Posted in: Miscellaneous Development
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    posted a message on Marine Attack Animation

    I've been trying to figure this out for a while but can't find where to edit.

    If you notice, when the marine attack, he experiences recoil, and some times aims his weapon to the side at random. I attached the firebat's flamethrower to the marine as a weapon, so now he shoots flames. But when he turns from the recoil animation, it makes the flames also go to the side.

    At first I was annoyed by this, but then I thought, what if I could make the maine do a sweeping animation, makeing the flames dance back and forth, that would be cool.

    So what I'd like to know is, is it possible to either stop the recoil animation, and / or is it possible to make the unit do a sweeping attack animation.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Deletion of a SPECIFIC inventory item?

    sorry to jump in this thread, but I have a similiar question / problem.

    I have triggers very similiar to the one posted above:

    http://img716.imageshack.us/img716/4793/capture1jg.png

    http://img841.imageshack.us/img841/6898/capture3r.png

    When I click the item in the units inventory, it creates both a firebat and hotwheels unit. I can't seem to figure out why. If the conditions are being met, then why is running the other trigger.

    Posted in: Miscellaneous Development
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    posted a message on When I remove item from inventory it also removes behaviors of duplicate items

    No, I don't want a firebat to spawn with the item. I just want a firebat unit to spawn and move attack, which it does.

    I also want the triggering item to be removed, which it does as well.

    The major problem is, If I have like 3 "spawn firebat items" and I use one, the script removes the item I used, but the remaining two items cant be used by this trigger because they don't have the "has firebat item behavior" any more. It removes the behavior from the unit with the inventory, even though he unit has more items that should give him that behavior.

    I hope this makes sense.

    Posted in: Miscellaneous Development
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    posted a message on When I remove item from inventory it also removes behaviors of duplicate items

    Just like the topic says. I have a trigger shown here:Trigger

    It removes the item from the inventory just like I want it to. But, if you have the same item in your inventory, it removes the behavior as well.

    setting a behavior to the item was the only way I could figure out how to get the editor to find an item, thanks to an idea someone posted in a thread here. I need that behavior to stay, because if you have the same item in your inventory, you need that behavior to use it.

    I feel blizzard left some stuff out of the galaxy editor, but i'm really a novice when it comes to this, maybe i'm missing something.

    Posted in: Miscellaneous Development
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