hi i think u can fetch this kill count value from every unit but it would be useless to obtain kill count from a not armed unit. ( i'm not so sure about what did u mean by "turned on". After some experiment, i found that the kill count of a unit used as a global variable without being included in any event DID NOT work when i used it as a condition in another event. but when i defined this kill count value inside an event as a local variable, it worked well. so maybe there is something u need to "turn on" this value when it is used as a global variable )
there are other values like the owner of unit, the property of unit etc, hope u can find something useful :)
hi lads! i want to obtain the kill count of a unit and use it to modify this unit's properties. i tried creating a global variable but could not link it with a unit's kill count, would u help me with this?
hi i think u need to select ur upgrade and go to :
Upgrade - Affected Unit Array ( here add affected units )
Upgrade - Effects ( here add what attributes each affected unit gets )
hi lads i wanna change stimpack ability to be used by a selected unit instead of just the caster. much theway we use the Queen's transfusion. i tried several options in the stimpack's Behaviors but failed to find anything useful. what should i do?
hi guys! i duplicated the Stimpack ability without checking the box of requirement but still could not dispose of the requirement of "Use Stimpack". what should i do?
hi lads i'm trying to set the condition terminating its corresponding action if a specific unit i have placed on the map is killed.
i tried to use "comparison" condition to check if "Unit is Alive" is true. but it seems there's no way to set which specific unit is alive. what should i do?
well i checked the actor category only 2 dazzle my eyes with more data LOL :) . i will go through the tutorial section and later return to unit creation. Thank u TTFTCUTS!
hi lads i'm trying to create a custom unit by selecting " Add Object... ". say we name it New_Unit. this New_Unit has a lot of properties to be modified, such as health, shied, ability. but it seems there is no such option whereby i could choose an existing model to simulate New_Unit to make it look like and act like, say, a Marine or Zealot. would u plz help me about this?
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@SouLCarveRR: Go
hi i think u can fetch this kill count value from every unit but it would be useless to obtain kill count from a not armed unit. ( i'm not so sure about what did u mean by "turned on". After some experiment, i found that the kill count of a unit used as a global variable without being included in any event DID NOT work when i used it as a condition in another event. but when i defined this kill count value inside an event as a local variable, it worked well. so maybe there is something u need to "turn on" this value when it is used as a global variable ) there are other values like the owner of unit, the property of unit etc, hope u can find something useful :)
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@Molsterr: Go
i finally found it! thank u so much for the help!
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hi lads! i want to obtain the kill count of a unit and use it to modify this unit's properties. i tried creating a global variable but could not link it with a unit's kill count, would u help me with this?
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@Black7zero: Go
hi i think u need to select ur upgrade and go to : Upgrade - Affected Unit Array ( here add affected units ) Upgrade - Effects ( here add what attributes each affected unit gets )
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hi lads i wanna change stimpack ability to be used by a selected unit instead of just the caster. much theway we use the Queen's transfusion. i tried several options in the stimpack's Behaviors but failed to find anything useful. what should i do?
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@roguelike: Go
thank you very much! that worked :)
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hi guys! i duplicated the Stimpack ability without checking the box of requirement but still could not dispose of the requirement of "Use Stimpack". what should i do?
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@SweetZombieJesus: Go
Thank u so much for the help!
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hi lads i'm trying to set the condition terminating its corresponding action if a specific unit i have placed on the map is killed. i tried to use "comparison" condition to check if "Unit is Alive" is true. but it seems there's no way to set which specific unit is alive. what should i do?
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@TTFTCUTS: Go
well i checked the actor category only 2 dazzle my eyes with more data LOL :) . i will go through the tutorial section and later return to unit creation. Thank u TTFTCUTS!
0
hi lads i'm trying to create a custom unit by selecting " Add Object... ". say we name it New_Unit. this New_Unit has a lot of properties to be modified, such as health, shied, ability. but it seems there is no such option whereby i could choose an existing model to simulate New_Unit to make it look like and act like, say, a Marine or Zealot. would u plz help me about this?