I've noticed im able to build things while missing a decent amount of resource. i usually notice this when a player leaves, but im sure it happens even if a team mate hasnt left.
I have the option to disable resource split on leave, but is there a trigger that im missing that doesn't allow you to build something if your a little short?
Ok thanks il figure it out, just 1 last question. The text actor is found on its own or is it in each unit's actor that i have to add a text actor too?
opps sorry, i just re-read what u said and that answers my question!
Whenever i try to upload a mod to a map, the tooltips and any sort of description of the unit in the mod is ruined. for example the unit's name will be button/unitname/*nameofunit*
same goes for tooltips.
Is there a step that i missed so this is corrected?
Im breaking my head over this one, it seems so ez but i just cant link it up right.
I have a buff behavior that has a 20% chance to increases attack speed by 60% for 3 seconds on every hit.
Then, i made an apply behavior for the buff.
i go back to the behavior, and i edit combat response. i set chance to 0.2 and set location to attacker. Handle is set to the behavior apply for the buff.
I then proceed to create a weapon set, i put the apply behavior buff and the attack itself together.
Nothing is happening, i tried with chance 1 just to see. Nothing. Ive been at this stupid abilitiy for hours now. What am i doing wrong?
Im trying to figure out how to enchant an attack that adds x amount of damage whenever energy is at 10.
i understand buffs, weapon search, abilities, weapon sets, apply behaviors, etc. But the only thing i came up with is an ability that uses 10 energy that hits for x damage. problem with that, is it does a seperate attack and the AI switches target,
Pretty much enchanting an attack using energy is what i need.
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I've noticed im able to build things while missing a decent amount of resource. i usually notice this when a player leaves, but im sure it happens even if a team mate hasnt left.
I have the option to disable resource split on leave, but is there a trigger that im missing that doesn't allow you to build something if your a little short?
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@Stexen: Go
ugggg i hate to say this but i really cant figure out how to get it. Actors confuse the hell out of me!
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@DrSuperEvil: Go
Ok thanks il figure it out, just 1 last question. The text actor is found on its own or is it in each unit's actor that i have to add a text actor too?
opps sorry, i just re-read what u said and that answers my question!
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@DrSuperEvil: Go
How would i go about doing that? i havn't played much around with actors
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Before 1.5, it would show custom and terrazine resources on kill, now it only shows minerals.
I looked to see if there was a display resource on kill tab under combat where you change the bounty, found nothing.
Any help?
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I want to disable the sound that the unit makes when being created. I removed some things in the actors tabs
Sound (birth) = set to (none)
in actor events: removed sound on unit creation.
This still made the unit make sounds when created. any help?
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@thechanyman: Go
did you alter it for custom maps as well?
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Whenever i try to upload a mod to a map, the tooltips and any sort of description of the unit in the mod is ruined. for example the unit's name will be button/unitname/*nameofunit*
same goes for tooltips.
Is there a step that i missed so this is corrected?
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Im doing a work around of huge triggers that just lag my map or break the game just because im not able to figure this one out.
What i need it to send a unit to a random start location of a player whos in game.
Unit -> Move (triggering unt) Instantly to (Start location of player (Random integer between 1 and 7) (no blend)
This is the only thing i can get correctly for a random spawn to start locations but i cant figure out what to set for just active players.
Can anyone shine in?
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@DrSuperEvil: Go
3 seconds on the actual buff and no validators are set til i get it working.
I am at least on the right track correct? most of linked something wrong somewhere.
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@DrSuperEvil: Go
Still nothing. :S
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@DrSuperEvil: Go
It does now... Thanks for the quick reponse, il have to check it to see if it work!
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Im breaking my head over this one, it seems so ez but i just cant link it up right.
I have a buff behavior that has a 20% chance to increases attack speed by 60% for 3 seconds on every hit.
Then, i made an apply behavior for the buff.
i go back to the behavior, and i edit combat response. i set chance to 0.2 and set location to attacker. Handle is set to the behavior apply for the buff.
I then proceed to create a weapon set, i put the apply behavior buff and the attack itself together.
Nothing is happening, i tried with chance 1 just to see. Nothing. Ive been at this stupid abilitiy for hours now. What am i doing wrong?
0
Thanks guys, i got it figured out!
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Im trying to figure out how to enchant an attack that adds x amount of damage whenever energy is at 10.
i understand buffs, weapon search, abilities, weapon sets, apply behaviors, etc. But the only thing i came up with is an ability that uses 10 energy that hits for x damage. problem with that, is it does a seperate attack and the AI switches target,
Pretty much enchanting an attack using energy is what i need.
Thanks, Stexen.