I'm using a behavior and his associated actor (only for visual purpose), using the fire suppression bots from the campaign. The problem is, how to "teamcolor"
the bots with the color of the caster of the Apply behavior effect and not the one that suffers it ? That must be with Host for properties, but I don't see anything about "Caster" or something like.
I created the player's name attached to a unit as explained here.
When the unit is a zergling, that's fine. But when it's an ultralisk, the name is not over the head, but somewhere on his belly.
And when you attach the text tag to an attach point of the unit instead of the unit herself, the text don't move.
The title says all : units height change to 0 when the unit exit the extractor/raffinery/vespene thing.
Actor events don't work (or I missed something).
The behavior disappear when the unit put the gas in the main building, so I can't use the Height field of the behavior.
Is there a way to counter that ? A scourge carrying a gas blob hedgehopping is not cool.
[Edit] Okay, solved with a Modify unit effect. But why units react like that ?
I don't like having to import helm, pauldrons and body for any WoW character... and I have a bunch of characters to import. Oh noes.
Plus, I don't have 3DSmax. Oh noooes.
So, if somehone have the courage to merge corresponding armors to the bodys (currently 4 models), that would be great.
And if the same person can add teamcolor on some of the textures' parts, that would be... very great.
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Maybe that's because my ability come from a mod and not from the map ?
Anyway, 'will try.
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Cooldown set to 15 sec., condition set to Cooldown, and nothing happened. Then I don't know why the world is so evil with me.
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It seems that it don't work. Also tried with "Has charges" and "Disabled", not better.
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Is there a way to know if an ability is on cooldown in a trigger (or, to be precise, in a condition) ?
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I said that, in the Host for properties field, there's nothing that look like Launcher or Caster, to use the launcher/caster's properties.
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Right that. Thanks a lot.
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I needed to know the index of every "Key" preset ; you know, like Space is key 39, Up is key 71, F12 is key 98, etc.
The problem is that I am manic. And some values are missing.
So... what are the keys 57 and 84, and is there keys above 99 ?
BTW, I got all the others from 0 to 98 if someone needs.
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There's no "Caster" or "Launcher" or something else. 'will try events.
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The transfered properties and inherited properties are okay, the problem is which host to choose ?
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I'm using a behavior and his associated actor (only for visual purpose), using the fire suppression bots from the campaign. The problem is, how to "teamcolor" the bots with the color of the caster of the Apply behavior effect and not the one that suffers it ? That must be with Host for properties, but I don't see anything about "Caster" or something like.
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Do a Behavior that have a Create unit effect as periodic effect, which create 5 zealots ; and a period of 10 sec.
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I thinked about something like that... well, if there's no other way, let's go.
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I created the player's name attached to a unit as explained here. When the unit is a zergling, that's fine. But when it's an ultralisk, the name is not over the head, but somewhere on his belly. And when you attach the text tag to an attach point of the unit instead of the unit herself, the text don't move.
So... Is there a way to solve that ?
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The title says all : units height change to 0 when the unit exit the extractor/raffinery/vespene thing.
Actor events don't work (or I missed something). The behavior disappear when the unit put the gas in the main building, so I can't use the Height field of the behavior.
Is there a way to counter that ? A scourge carrying a gas blob hedgehopping is not cool.
[Edit] Okay, solved with a Modify unit effect. But why units react like that ?
0
I don't like having to import helm, pauldrons and body for any WoW character... and I have a bunch of characters to import. Oh noes.
Plus, I don't have 3DSmax. Oh noooes.
So, if somehone have the courage to merge corresponding armors to the bodys (currently 4 models), that would be great.
And if the same person can add teamcolor on some of the textures' parts, that would be... very great.
Here is the .zip file with a readme.
WoW Models.zip
Of course, you will be mentionned somewhere in the map. 'Dunno where, but somehere, be sure.
And if you don't want... I'll say "OH NOES!" another time. And the next time, that will be "ni".