the solution you are talking about is known to me, but i wanted to avoid it. are you totally sure that there is no way of storing the hero unit by Galaxy Script?
i have created a hero unit that has "learn" and "effect - target" skills. the "effect - target" skill is levelable (hero can level it up by using "learn" skill).
the problem is:
i save the hero with "effect - target" ability leveled to lvl 2 by "bank - store unit" function. then i try to load the hero, and what do i see? my hero has that skill learnt, but only at lvl 1 and i have one more point in "learn" skill to level up the second skill. i think that the problem is with "bank - restore unit" function. it probably loads the abilities first, and later the veterancy level. when veterancy level equals 1, it cant load more than one ability level, because "learn" skill has been set to add 1 skill lvl per level, so hero level 1 = 1 skill level. the problem does not occur when i set the "learn" ability starting points to be greater than 0 (if i save the hero when it has the second ability at level 2).
is there any solution? maybe it needs some Galaxy Script work?
[11/1/2011 8:47:39 AM] Warning: [ 5 7] CActorUnit[Roach] Roach Assets\Units\Zerg\Roach\Roach.m3; Could not find texture with id Roach_Diffuse and expression <None>.
i created a texture object with selected file and slot "main.diffuse" (name: "Roach_Diffuse").
next step was creating texture declaration in Roach model:
added texture declaration
added adaption
set adaption's slot to "main"
set adaption's Trigger On Substring to "Diffuse"
set texture declaration's Prefix to "Roach"
next, i modified roach actor:
actor creation
TextureSelectById Roach_Diffuse
i tried even changing the name of the texture, but the error still shows up.
i have created a weapon, effect for that weapon, it's actor and linked the weapon to the unit, but the weapon cannot be used. even it does not show on the unit stats card :/ what can be wrong? i'll attach some screenshots (if others needed - just say)
i think you misunderstood me. if the ability was so simple like the one in the "attack_defend_swap" (cover fire - i think you meant that ability), there would not be any problem, because i could use effect-instant ability, which casts apply behavior effects depending on level.
the problem is that i have to apply one behavior, which casts "apply behavior" effect on its "final effect". it means:
my unit goes uncommandable for some time (1st behavior - it does not change by level)
after the unit is commandable (the timer runs out), the 1st behavior applies other behavior depending on the ability level.
i have created a levelable ability, which applies different behavior depending on the ability level. the problem is, the behavior from level 2 is applied on ability level-up (i thought it will be applied after i use my ability).
technical data of that ability:
ability object
effect, which casts the behavior, that is not the problem (5 times - one per level)
behavior casted by that effect
effect of type "set" which is fired on behavior's final effect
5 effects, which apply 5 different behaviors
5 behaviors - each has it's own requirement, which compares ability level (Behavior - Requirements) - for example: 1 lvl - slow down, 2 lvl - speed up.
i think the problem is that i use that requirements. i think they don't disable the behaviors, but just hide them until the ability is on the specified level.
is there any way of make the behaviors don't fire on ability level-up?
hmm... that could be a cool ability :) i think i can make it with validators, behaviors and effects :)
i think i can also add some functionality like synergy from diablo 2, where abilities are growing stronger when other abilities are developed. for example: that shield could make the enemy burn when ability like explosion was learned. :D
i think i can do many abilities, but i am out of ideas :D (but only for zealot - i don't think zealot should be a caster, unlike high templar).
for now, i have created some zealot's basic abilities, but they are... hmm... too simple. for example: Rage - increases melee damage by 25%, but after the effect wears off, the hero is weak for some time. or maybe: Battle Shout - increases melee and ranged damage of all allies nearby by 10%.
i created some other abilities, but i don't think they are much interesting...
I'm using Bank - Store Unit trigger to save my hero data. The problem is - it does not save some ability levels, but some are saved. i have 4 levelable abilities, but only 2 of them are saved. the indexes are 0 and 2. indexes 1 and 3 are not saved :/ is there any solution?
i'm making some kind of rpg-map. now, i'm trying to create some heroes, but i think i should ask, what abilities would you be interested in to see in my map. the goal is to create about 8-12 abilities per hero class (not all will be available at once - if you select some, some will be disabled). now, i'm working with Warrior (zealot) and High Templar classes.
the zealot should have abilities, which can help him in defending himself, increase his attack power and (i think it is a good idea, but may be wrong :D) something like battle cries / battle shouts (like ones from diablo 2). he will deal mainly melee damage, but i'm considering splash and spell too.
high templar will deal only spell (or, maybe, splash) damage. he will have some abilities like phase shift (which has been abandoned in sc2), or something like time bomb. i think energy/shield/life drain will be cool too :D.
if you have any ideas for these classes - please write them down here.
when i try to select a data reference for any object made by me (behavior, unit, etc) for insertion to a tooltip, i have a blank list of properties.
if i select any pre-made object, it works as it should.
0
the solution you are talking about is known to me, but i wanted to avoid it. are you totally sure that there is no way of storing the hero unit by Galaxy Script?
0
i have created a hero unit that has "learn" and "effect - target" skills. the "effect - target" skill is levelable (hero can level it up by using "learn" skill).
the problem is:
i save the hero with "effect - target" ability leveled to lvl 2 by "bank - store unit" function. then i try to load the hero, and what do i see? my hero has that skill learnt, but only at lvl 1 and i have one more point in "learn" skill to level up the second skill. i think that the problem is with "bank - restore unit" function. it probably loads the abilities first, and later the veterancy level. when veterancy level equals 1, it cant load more than one ability level, because "learn" skill has been set to add 1 skill lvl per level, so hero level 1 = 1 skill level. the problem does not occur when i set the "learn" ability starting points to be greater than 0 (if i save the hero when it has the second ability at level 2).
is there any solution? maybe it needs some Galaxy Script work?
0
none of these options work :/ i dont know what i am doing wrong...
0
i followed the steps described in: http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/ but i still receive error message while trying to place modified unit. the message:
[11/1/2011 8:47:39 AM] Warning: [ 5 7] CActorUnit[Roach] Roach Assets\Units\Zerg\Roach\Roach.m3; Could not find texture with id Roach_Diffuse and expression <None>.
i created a texture object with selected file and slot "main.diffuse" (name: "Roach_Diffuse"). next step was creating texture declaration in Roach model:
next, i modified roach actor:
i tried even changing the name of the texture, but the error still shows up.
any ideas how to fix that?
0
thread can be closed - i have found the source of that problem. i have duplicated the unit that has no attack ability. now everything works fine.
0
i have created a weapon, effect for that weapon, it's actor and linked the weapon to the unit, but the weapon cannot be used. even it does not show on the unit stats card :/ what can be wrong? i'll attach some screenshots (if others needed - just say)
0
i think you misunderstood me. if the ability was so simple like the one in the "attack_defend_swap" (cover fire - i think you meant that ability), there would not be any problem, because i could use effect-instant ability, which casts apply behavior effects depending on level.
the problem is that i have to apply one behavior, which casts "apply behavior" effect on its "final effect". it means:
0
i have created a levelable ability, which applies different behavior depending on the ability level. the problem is, the behavior from level 2 is applied on ability level-up (i thought it will be applied after i use my ability).
technical data of that ability:
i think the problem is that i use that requirements. i think they don't disable the behaviors, but just hide them until the ability is on the specified level.
is there any way of make the behaviors don't fire on ability level-up?
0
hmm... that could be a cool ability :) i think i can make it with validators, behaviors and effects :) i think i can also add some functionality like synergy from diablo 2, where abilities are growing stronger when other abilities are developed. for example: that shield could make the enemy burn when ability like explosion was learned. :D i think i can do many abilities, but i am out of ideas :D (but only for zealot - i don't think zealot should be a caster, unlike high templar). for now, i have created some zealot's basic abilities, but they are... hmm... too simple. for example: Rage - increases melee damage by 25%, but after the effect wears off, the hero is weak for some time. or maybe: Battle Shout - increases melee and ranged damage of all allies nearby by 10%. i created some other abilities, but i don't think they are much interesting...
i just need some fresh ideas. :D
0
I'm using Bank - Store Unit trigger to save my hero data. The problem is - it does not save some ability levels, but some are saved. i have 4 levelable abilities, but only 2 of them are saved. the indexes are 0 and 2. indexes 1 and 3 are not saved :/ is there any solution?
0
i'm making some kind of rpg-map. now, i'm trying to create some heroes, but i think i should ask, what abilities would you be interested in to see in my map. the goal is to create about 8-12 abilities per hero class (not all will be available at once - if you select some, some will be disabled). now, i'm working with Warrior (zealot) and High Templar classes.
the zealot should have abilities, which can help him in defending himself, increase his attack power and (i think it is a good idea, but may be wrong :D) something like battle cries / battle shouts (like ones from diablo 2). he will deal mainly melee damage, but i'm considering splash and spell too.
high templar will deal only spell (or, maybe, splash) damage. he will have some abilities like phase shift (which has been abandoned in sc2), or something like time bomb. i think energy/shield/life drain will be cool too :D.
if you have any ideas for these classes - please write them down here.
0
ok, thanks, anyway :D
0
i know that's the one way of doing the thing, but i'm wondering if there's any fix to my problem...
0
when i try to select a data reference for any object made by me (behavior, unit, etc) for insertion to a tooltip, i have a blank list of properties. if i select any pre-made object, it works as it should.
anyone have any ideas how to fix that?
0
noone has any idea?