Player select a Dialog Menu for a rage spell
Increase weapon damage on unit for X amount of seconds then remove the bonus
Think this may better suited for a data editor instant effect. I seem to have trouble to applying effects to non-(veterancy hero) units.
Edit:
Simple enough to add a buff behavior that adds Tauren Marine rifle and disable Raynor rifle.
Next working on how to make a different model appear when buff is active. Don't see this listed anywhere in the behavior object. Looking for change unit tint, scale, or model. Anything to let the player know that something is different about their unit since I have the default UI hidden.
Read several times that Story dependency need to be the 1st one listed or cause unit model issues.
Try with only Campaign and Story dependency listed, remove the default 2 dependency (Mod) ones that are included.
Save, close & re-open sc2map file see if unit is created then.
Be sure you save to a new map file in case this causes any un-foreseen issues.
Trigger Action
Tech Tree add 1 to Terran Infantry Weapons Level 1 for player 1
Tech Tree add 2 to Terran Infantry Weapons Level 2 for player 1
Tech Tree add 3 to Terran Infantry Weapons Level 3 for player 1
After running this trigger Raynor's weapon still shows weapon level 0
Anyone know what the proper way is to set unit type weapon upgrade?
Map Name: Final Fantasy Combat System
Description: Turn based combat
Tried to mimic the combat system of Skoite's Final Fantasy mod, which I'm very looking forward to.
Releasing my map as a sort of demo while we wait for his/her map to be released.
So far have working Attack and Damage magic commands.
Only a single player map right now, plan to make it a 3 player map after the menu commands are all configured.
Looking thru the editor I see blizzard has several files of type wav ogg and mp3.
Guess audacity places their on codec on sound files? Which make the editor not able to play it.
Is mp3 the only type of audio file that can be imported into a map?
I tried importing .ogg & .wav file.
When I click play audio button nothing plays.
I'm using Audacity to shorten several audio files I found to sound effects I want to import.
Exporting to Mp3 with this program wants a dll file I don't have.
Already used the Add Object in the units tab to create Shock Effect.
Want to use the FeedBack spell model as the unit model. Not sure if this is possible.
Trying to make an epic ending with explosions all over via trigger.
One idea:
Add smoke effect, then feedback, something else, ends with Protoss Big Explosion with scale increased to 5.
Event:
Any unit leaves region Array1[0]
Conditions:
unit (triggering unit) type = Array2[0]
unit (triggering unit) type = Array2[1]
Actions:
Kill triggering unit
0
Have to give the unit the Reaper Jump behavior also.
Edit: Think passive abilities like Jump and Permanent Cloak are concidered behaviors and not abilities according to the data editor.
0
What I want to happen.
Player select a Dialog Menu for a rage spell
Increase weapon damage on unit for X amount of seconds then remove the bonus
Think this may better suited for a data editor instant effect. I seem to have trouble to applying effects to non-(veterancy hero) units.
Edit:
Simple enough to add a buff behavior that adds Tauren Marine rifle and disable Raynor rifle.
Next working on how to make a different model appear when buff is active. Don't see this listed anywhere in the behavior object. Looking for change unit tint, scale, or model. Anything to let the player know that something is different about their unit since I have the default UI hidden.
0
Read several times that Story dependency need to be the 1st one listed or cause unit model issues.
Try with only Campaign and Story dependency listed, remove the default 2 dependency (Mod) ones that are included.
Save, close & re-open sc2map file see if unit is created then.
Be sure you save to a new map file in case this causes any un-foreseen issues.
0
Where is this [UI - Minimap Radius] action located at?
Want to do the same thing on my map. Don't see it listed in the UI group of trigger actions.
Or is this a Data Editor value for specific units?
0
When I create a unit that I'm going to remove I set them up to a variable.
Variable: Unit - Unit[100]
Action:
Create unit X
Set Variable Unit[0] = Last created unit
Kill unit variable Unit[0]
0
Don't think transition to next map is working currently.
I imported Atlantis.SC2Map
Then ran trigger action:
Set the next map to "Atlantis.SC2Map"
When I ended current map it returned me to bnet screen.
0
I have player control Raynor (Commando) unit
Trigger Action
Tech Tree add 1 to Terran Infantry Weapons Level 1 for player 1
Tech Tree add 2 to Terran Infantry Weapons Level 2 for player 1
Tech Tree add 3 to Terran Infantry Weapons Level 3 for player 1
After running this trigger Raynor's weapon still shows weapon level 0
Anyone know what the proper way is to set unit type weapon upgrade?
0
Adding map here
http://www.sc2mapster.com/maps/final-fantasy-combat-system/
0
Uploaded it to Bnet last night. Not very much currently since only 1 day of coding spent on it so far.
0
Map Name: Final Fantasy Combat System
Description: Turn based combat
Tried to mimic the combat system of Skoite's Final Fantasy mod, which I'm very looking forward to.
Releasing my map as a sort of demo while we wait for his/her map to be released.
So far have working Attack and Damage magic commands.
Only a single player map right now, plan to make it a 3 player map after the menu commands are all configured.
0
Looking thru the editor I see blizzard has several files of type wav ogg and mp3.
Guess audacity places their on codec on sound files? Which make the editor not able to play it.
0
Is mp3 the only type of audio file that can be imported into a map?
I tried importing .ogg & .wav file.
When I click play audio button nothing plays.
I'm using Audacity to shorten several audio files I found to sound effects I want to import.
Exporting to Mp3 with this program wants a dll file I don't have.
0
Already used the Add Object in the units tab to create Shock Effect.
Want to use the FeedBack spell model as the unit model. Not sure if this is possible.
Trying to make an epic ending with explosions all over via trigger.
One idea:
Add smoke effect, then feedback, something else, ends with Protoss Big Explosion with scale increased to 5.
0
Do all units in the data editor have to be a duplicate/copy of an existing unit?
What I want to do:
Create unit Shock Effect
Attach actor FeedBack(Impact) to it.
Right now my unit has properties:
Shock Effect
Movers - Ground
I don't see a way to add Actors/Models I want to it.
I want it to be a non-attacking unit.
Trying to create visual effects by using the Create/Remove Unit action in a trigger.
0
Try something like this
Event:
Any unit leaves region Array1[0]
Conditions:
unit (triggering unit) type = Array2[0]
unit (triggering unit) type = Array2[1]
Actions:
Kill triggering unit