I am not using the create unit effect, that is what confused me. The egg has a behavior that triggers an issue order for an ability, the same way the infestor eggs work.
I have all 5 buttons pushed in and I still do not see a Spawn Count field. You have the unit's actor selected right? That is where the Spawn Count field is?
If you are using a "Create Unit" effect that, lets say, spawns a zergling when the egg finishes morphing, modify the Unit - Spawn Count field to 2, or something.
Unit - Spawn Count? Where would I find this?
I tried the Set Effect method, it did not work. I am not using train so the only viable option is the first one, but I don't know where I can find Unit - Spawn Count.
I've created a unit that acts much like an infestor egg and after a certain duration it will morph into another unit. This all is gravy, it works fine. I'd really like the egg unit to morph into multiple units however. I've been trying to go about this by editing the events so that it creates multiple units but I haven't had any luck. Got pointers? Thanks!
I would still be looking for a solution to this... but...
Seeing that this is most likely not possible I created trigger that just moves the item back into the same inventory slot if you try to move or drop it. Works pretty much the same way and because the condition is on a boolean I can toggle it to emulate toggling "Can Drop" state. If anyone else needed help on this I think this is a reasonable alternative.
I am trying to figure out how to set the item flag states through triggers. Items can be flagged with "Can Drop" "Destroy when Depleted" and "Drop on Death" and I would like to change these flag states through triggers, specifically the "Can Drop" state. If you know how, I'd love to know!
Nevermind. I've achieved the same effect turning unborrow to autocast and having a trigger check for idle units and burrowing them if they are idle. Does anyone know how to enable autocast burrow. I enabled it but they don't seem to burrow when idle..
I've created a unit that can burrow and unburrow. I would like this unit to automatically burrow when it is idle and then unburrow when a target is in range. I figured this is best achieved using event editing, but I am not entirely sure how to go about this. I was wondering if anyone has any pointers? Thanks again!
I solved the problem by setting the radius to a value greater than zero and removed the model of the terrain object. Then I could delete them.
Setting what radius to a value greater than zero? I'm having trouble removing them. When I select the terrain object and delete (trenchdiagonal) they still come back even when I save, close and reopen.
0
@BorgDragon: Go
I am not using the create unit effect, that is what confused me. The egg has a behavior that triggers an issue order for an ability, the same way the infestor eggs work.
0
@BorgDragon: Go
I have all 5 buttons pushed in and I still do not see a Spawn Count field. You have the unit's actor selected right? That is where the Spawn Count field is?
0
Unit - Spawn Count? Where would I find this?
I tried the Set Effect method, it did not work. I am not using train so the only viable option is the first one, but I don't know where I can find Unit - Spawn Count.
0
Hello there!
I've created a unit that acts much like an infestor egg and after a certain duration it will morph into another unit. This all is gravy, it works fine. I'd really like the egg unit to morph into multiple units however. I've been trying to go about this by editing the events so that it creates multiple units but I haven't had any luck. Got pointers? Thanks!
0
@Rhadamant5186: Go
I would still be looking for a solution to this... but...
Seeing that this is most likely not possible I created trigger that just moves the item back into the same inventory slot if you try to move or drop it. Works pretty much the same way and because the condition is on a boolean I can toggle it to emulate toggling "Can Drop" state. If anyone else needed help on this I think this is a reasonable alternative.
0
Hi there reader!
I am trying to figure out how to set the item flag states through triggers. Items can be flagged with "Can Drop" "Destroy when Depleted" and "Drop on Death" and I would like to change these flag states through triggers, specifically the "Can Drop" state. If you know how, I'd love to know!
-A mapper in need.
0
@HellGateSc2: Go
Good to know, or more specifically, to be reminded *(Already knew that =] )
0
@zenx1: Go
It is? Hoooooray! Thanks for the confirmation!
0
Hello helpful friend!
I was wondering if Waiting is MUI or Multi-Unit Instance-able. In WC3 it was not, but I read somewhere that in SC2 it is. I just want to confirm!
Thanks!
0
@Rhadamant5186: Go
Nevermind. I've achieved the same effect turning unborrow to autocast and having a trigger check for idle units and burrowing them if they are idle. Does anyone know how to enable autocast burrow. I enabled it but they don't seem to burrow when idle..
0
Hi helpful friend!
I've created a unit that can burrow and unburrow. I would like this unit to automatically burrow when it is idle and then unburrow when a target is in range. I figured this is best achieved using event editing, but I am not entirely sure how to go about this. I was wondering if anyone has any pointers? Thanks again!
-A mapper in need.
0
@Rushhour: Go
It worked... and I love you. Thanks for the reply. God I hope this bug gets fixed, this was PLAGUING my map for the longest time.
0
Setting what radius to a value greater than zero? I'm having trouble removing them. When I select the terrain object and delete (trenchdiagonal) they still come back even when I save, close and reopen.
0
Hi helpful friend!
I have an ability that had 3 levels with 3 different ranges (5,7,9)
I need the range actor to only display for the current range.
I've been thinking about having a "Requirement" setup to check for the Ability Completed At Unit
and then a "Validator" to check for the Requirement
and then the actor to have a term "ValidateUnit" for the Validator
But it doesn't work and I'm still stumped.
Here is the data anyway.
Oh PS, I've also tried with the Requirement based on an upgrade and the validator was ValidatePlayer.
Didn't work either.
REQUIREMENT
Field Incendiary Shot Level 1 (Requirement)
Editor Categories Race:Terran,TechType:Ability
Editor Comment
Editor Description
Editor Name Incendiary Shot Level 1
Editor Prefix
Editor Suffix (Requirement)
Requirement + (|CountAbil(IncendiaryShot,CompleteOnlyAtUnit) == 2)
VALIDATOR
Field Incendiary Shot Level 1 (Validator)
Editor - Editor Comment
Editor - Editor Description
Editor - Editor Name Incendiary Shot Level 1
Editor - Editor Prefix
Editor - Editor Suffix (Validator)
Validator - Find Enabled
Validator - Ignore While Channeling 0
Validator - Other Player +
Validator - Player +
Validator - Result - Failure Error
Validator - Result - No Player Error
Validator - Value Incendiary Shot Level 1 (Requirement)
ACTOR EVENT
Abil.IncendiaryShot.TargetOn
ValidateUnit IncendiaryShotLevel1
Create
Abil.IncendiaryShot.TargetOff
ValidateUnit IncendiaryShotLevel1
Create
0
I know I'm reviving an old topic, but this helped me a lot and I wanted to make that known =]