• 0

    posted a message on Persistent for Create Unit

    @bigredalpha: Go

    Can you post the flags of the Create Unit effect, might be that "uses food" is set. Maybe you could post even more of the effect. just from looking at that it seems right.

    Posted in: Data
  • 0

    posted a message on Few questions about hero's

    1. Im not sure if you can add resources via data. a very simple trigger for the level-up event can do that.
    2. create an ability that applies a buff behaviour on the caster (your hero). that ability has gas as costs.
    For the behaviour you should set the "Maximum Stack Count" to a high value like 256. For the damage you could set "Combat - Modification - Damage Dealt Fraction" to something like 1.01 or 1.05 depending on how much the damage should increase.

    For setting the command card.....well there are more then enough tutorials here to help you out with abilites and command cards ( I was to lazy to seach XD )

    Posted in: Data
  • 0

    posted a message on (Solved) Ultralisk Weapon Attatch Point(s)?

    The attachment points of the ultralisks blades are not called weapon. i dont remember how they are called but you can go in the preview of the model and check. I cant tell you in detail how to do that cause Im not at home and have no editor here.

    Posted in: Data
  • 0

    posted a message on [SOLVED] Item crafting?

    Rharhino, why would you click on the item. I thought the item should be automaticly used if the builder clicks on his "build bot" ability?? can you make a test- map with your stuff and attach it here? the way I thought of it, the builder has an ability "build bot" the item-UNIT has an ability which actually creates the bot. the item (in item tab) itself only has a dummy ability (I think its needed or else it doesnt show up). that way left-clicking the item doesnt do a damn thing. the builders ability has the issue order, which targets the item-UNIT and its ability.

    Posted in: Data
  • 0

    posted a message on [SOLVED] Item crafting?

    @Rahrhino: Go

    there should be an effect called issue order. basicly I would try something like this (i cant test it right now) ....
    build ability -> search effect for item with small radius like 0.1 (0 might work but im not sure) -> issue order "item ability"
    Item ability -> create unit -> destroy item (damage with kill flag and target caster should do it)

    that would would automaticly prevent commander to build scavenger, since they would search only for assault-bot-kit units

    Posted in: Data
  • 0

    posted a message on [SOLVED] Item crafting?

    @Rahrhino: Go

    well another idea. would be give the item the ability and "assemble" is an order to the item to use the ability and after that the unit is destroyed. I believe it will be messy but could work.
    cann you tell me why it has to be an item?? to you want to be able to trade these "kits" with other units??

    Posted in: Data
  • 0

    posted a message on Arm Magazine owner

    I solved it via the Use Magazine effect.
    Using the Effect: Ammo Effect field, I apply the "Kills to Caster" Buff, which is slightly altered by setting it to UseMagazine:Caster instead of None:Caster. I cant check if I did anything else, could you post a sample map or a little more information?

    Posted in: Data
  • 0

    posted a message on Needs help with naming

    I had the same problems with items. Check the actor corresponding to you item-unit. The field UI: Highlight Tooltip of that actor had (in my case) the same strange name. I just needed to reset the field.

    Posted in: Data
  • 0

    posted a message on Rotate unit forward

    Ok. so the forward vector forces the forward direction of the model not being affected by terrain.

    Posted in: Data
  • 0

    posted a message on Rotate unit forward

    yeah I got that from the names. but why do I have to set the forward vector. since the wiki describes the up vector like this Tilts the vertical axis of the model so the top of the model points parallel with the desired direction it sounds like only the up vector is needed (in the case of my problem). can you explain how they are combined/connected ?

    Posted in: Data
  • 0

    posted a message on Rotate unit forward

    thanks. exactly what I needed. any way to improve the wiki of Explicit Rotation. I tried several values but I dont get what Up and Forward represent.

    Posted in: Data
  • 0

    posted a message on Removing waypoint mover icon for specific units

    maybe a little work-around. your tirgger system gives the move order for a direction, you could try changing the distance so big that the players cant see the indicator. I used a WASD movement once in a map and if I remeber correctly there were no indicators....I try checking later, then maybe I can tell you more.

    Posted in: Data
  • 0

    posted a message on Making a gate open when a unit is within range

    @Yaksmanofage: Go

    I asusme that open and close are morph abilites of the gate?! then you could use a behaviour with a periodic issue order for the morph ability(open). the morphed unit has a similar behavior for closing. in addition the behaviors need Enumerate Area validators in the Disable field to compare if there are units nearby or in the case of close if there are no units. I dont know if it works (cant test right now), but you could try.

    Posted in: Data
  • 0

    posted a message on Rotate unit forward

    @DrSuperEvil: Go

    I basicly just want the stand animation to be rotated forward (10° to 12°). see the picture.it shows the terra tron unit from the side and the angle. the other picture shows how it normally looks. does it help?

    Posted in: Data
  • 0

    posted a message on Rotate unit forward

    I change the baseline of the actor but the transition between standing and walking looks terrible. Looks like this problem cant be solved.

    Posted in: Data
  • To post a comment, please or register a new account.