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    posted a message on [Solved] Death Animations

    So, I'm trying to port over some WoW models to my map and when I make them, I'm basing them off exisitng units. Call me lazy. Anyway, when these units die, they create the ragdolled body of their original unit.

    So, my question is, is there any way to fix this? I want to play the ported unit's death animation. Do I have to create a new death actor? Do I have to change something? Or do I have to create the unit and it's actors from scratch.

    No matter the answer, could you kindly point me in the right direction? I'd really appreciate it. Thank you.

    Posted in: Data
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    posted a message on Question with Catalogs/Tooltips

    I know what you're talking about, and that's not all of what I'm looking for. I want a constantly changing attribute to be linked in the tooltip. That map and the tutorial you mentioned only focus on one data field being in the tooltip.

    Posted in: Data
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    posted a message on Question with Catalogs/Tooltips

    Bumping this for myself and to update it.

    After more searching, I've learned of the "Catalog Entry Field Get" command which sounds like it does what I think. However, I get some kind of error when the map starts about a value being -1 or something. I can screenshot it if somebody starts helping me.

    I'll use any method possible to solve this. Seriously. Even if I have to remake the attributes. This is literally the only difficulty I'm having at this point.

    Posted in: Data
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    posted a message on Question with Catalogs/Tooltips

    I want to learn how they coincide. I've read a button tooltip tutorial and it wasn't what I was looking for. I'm mapping an RPG map with Warcraft 3 style attributes. That means, when you levelup the behavior actually levels itself up. The player DOES NOT pick the attribute to rank up per level.

    My situation: I'm creating abilities similar to the map "Defiances ORPG", among others, where the abilities do a base damage and then an added damage from the attributes. For example: "Psionic Shock deals 40 damage + (3xAGI) to target enemy unit."

    I figured out how to get the agility behavior into the tooltip, but I don't know how to make it level up with the tooltip. What I mean is: At level 1, the player's hero has 9 Agility. So the ability would deal 40 + (3x(9)) or 40 + 27 damage. At level 2, his hero would have 12 Agility. So the tooltip should read, 40 + (3x12) OR, 40 + (36). Is there any way I can achieve this using any method possible? Do I have to remake my attributes or make dummy behaviors/abilities/upgrades for them? Somebody please help.

    EDIT: Just wanted to clarify a few things. I've done a lot of searching on these forums. I've even found topics with the same question as mine. I want a straight forward answer from somebody who knows what they're talking about. I don't need help on damage, I don't need help on effects. I just want a tooltip that will change per player every time his hero levels up. There will always only be one hero per type on the map anyway.

    Posted in: Data
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    posted a message on [Data] Button Tooltip Referencing

    EDIT: Okay okay okay, I figured it out. But I have a question. My behavior works through a points system, as in it levels up as my character does. How can I make the tooltip update with it? :o

    Posted in: Tutorials
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    posted a message on [Data] Button Tooltip Referencing

    Any more specific than that? Perhaps the event/action? I'm pretty retarded with this catalog business. I understand the tutorial above, it's just not specifically what I'm looking for.

    Posted in: Tutorials
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    posted a message on [Data] Button Tooltip Referencing

    I couldn't find the info in your tutorial but I'd really love some help here. I made an "Agility" attribute, like the WC3 one, that increments in level. It's a behavior attribute and I want to reference it it's tooltip so a player can see the damage he can do. For example: "Ability does "Agilityx5" damage to target unit.

    When I reference my behavior attribute, the damage always stays at 0, even in-game.

    Note: There will always only be 1 copy of this unit on the map, so there won't be any interference with extra numbers. Help please! :x

    Posted in: Tutorials
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