The upgrades are normal upgrades done in the Data editor. The dummy unit thing I've already done and it works although not half as smooth as it would with triggers, but then again if it works then it works :P
EDIT: sadly it doesn't seem to work when I try to put a period event using dummys movement speed :/
The thing is that the system cant == (skill x) since it doesn't register what talents the talent tree has, it just makes a bunch of them, not as variables or anything. There's no real way to select any of these talents, it's a bit difficult to explain, there is an example map in the tutorial :)
The thing is that the system has no way of knowing which talent is being upgraded. It simply levels anything being clicked without registering what the talent does.
Sadly the system doesn't specify what talent is being leveled, it just adds an extra rank to wherever you click so modifying an integer +1 would just mean that every time I spend a talent point the variable gets +1. And there is no event to check if a player gets an upgrade, atleast not that I can find.
Hi guys, I'm using this http://www.sc2mapster.com/assets/talent-library/ talent system for my map. The passive talents are based on Upgrades done in the Data editor, spending more points in a passive talent increases the Upgrades rank. One of the talents is a simple "damage increase" talent, 1 point in the talent increases damage by 10% by enabling an Upgrade rank 1. 2 points increases the rank to 2 and increases damage done by 20%. The problem with this is that for more advanced talents I want to involve triggers. I was therefore thinking that I need a condition to check what rank a certain upgrade is for a certain player/unit. That would probably be the easiest way to involve triggers but I don't know how to create such a condition. Any way of solving this issue would be great!
Thanks in advance!
Hi guys, I'm trying to figure out if I can make a weapons impact model vary depending on which unit is hit by the weapon. For example if a human gets hit I want normal blood splatter as the impact model but if a protoss gets hit I want blue blood splatter. Either this or simply remove the impact model for some units, so that things like a robot doesn't splatter blood when it is attacked. Does anyone know anything about how to make this happen?
Hi guys, I'm trying to make a bunch of marines look better when attacking an enemy. At the moment they shoot, they go from "ready/attack" animation to walk animation and then back to attack animation. This results in the units looking spastic and funny. I want the marines to simply stand after they've attacked, not start moving. I have disabled the move ability so they aren't going anywhere yet they still run on the spot. Figured I can fix this with actors?
Hi guys, I'm wondering if there is any way of either hiding a tooltip of an ability completely or moving the command card off screen somehow. I'm using overlays (I think it's called that) to hide the command card since I need abilites to still function yet when I hover with the mouse over the right corner the tooltip box pops up. I've removed all the text and such but the box remains.
Hi guys, there has been a previous thread regarding this matter but the problem was never solved there. Is it possible to completely remove the tooltip from an ability, i.e not only the text but the box aswell?
Thanks in advance!
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@joey101d: Go
The upgrades are normal upgrades done in the Data editor. The dummy unit thing I've already done and it works although not half as smooth as it would with triggers, but then again if it works then it works :P
EDIT: sadly it doesn't seem to work when I try to put a period event using dummys movement speed :/
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@joey101d: Go
The thing is that the system cant == (skill x) since it doesn't register what talents the talent tree has, it just makes a bunch of them, not as variables or anything. There's no real way to select any of these talents, it's a bit difficult to explain, there is an example map in the tutorial :)
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@joey101d: Go
The thing is that the system has no way of knowing which talent is being upgraded. It simply levels anything being clicked without registering what the talent does.
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@joey101d: Go
Sadly the system doesn't specify what talent is being leveled, it just adds an extra rank to wherever you click so modifying an integer +1 would just mean that every time I spend a talent point the variable gets +1. And there is no event to check if a player gets an upgrade, atleast not that I can find.
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bump
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Hi guys, I'm using this http://www.sc2mapster.com/assets/talent-library/ talent system for my map. The passive talents are based on Upgrades done in the Data editor, spending more points in a passive talent increases the Upgrades rank. One of the talents is a simple "damage increase" talent, 1 point in the talent increases damage by 10% by enabling an Upgrade rank 1. 2 points increases the rank to 2 and increases damage done by 20%. The problem with this is that for more advanced talents I want to involve triggers. I was therefore thinking that I need a condition to check what rank a certain upgrade is for a certain player/unit. That would probably be the easiest way to involve triggers but I don't know how to create such a condition. Any way of solving this issue would be great! Thanks in advance!
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@abvdzh: Go
Ah yes the material settings work great for this purpose, thanks!
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Hi guys, I'm trying to figure out if I can make a weapons impact model vary depending on which unit is hit by the weapon. For example if a human gets hit I want normal blood splatter as the impact model but if a protoss gets hit I want blue blood splatter. Either this or simply remove the impact model for some units, so that things like a robot doesn't splatter blood when it is attacked. Does anyone know anything about how to make this happen?
Thanks in advance!
0
Hi guys, I'm trying to make a bunch of marines look better when attacking an enemy. At the moment they shoot, they go from "ready/attack" animation to walk animation and then back to attack animation. This results in the units looking spastic and funny. I want the marines to simply stand after they've attacked, not start moving. I have disabled the move ability so they aren't going anywhere yet they still run on the spot. Figured I can fix this with actors?
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@Ahli634: Go
It works prefectly! Thanks a ton dude!
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@FunkyUserName: Go
What do you mean with the unit doesn't need a button? If I remove the buttons from the command card the ability doesn't work.
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Hi guys, I'm wondering if there is any way of either hiding a tooltip of an ability completely or moving the command card off screen somehow. I'm using overlays (I think it's called that) to hide the command card since I need abilites to still function yet when I hover with the mouse over the right corner the tooltip box pops up. I've removed all the text and such but the box remains.
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@bulletbutter: Go
Perhaps, to be honest I have little to no knowledge how to do that though :P
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Hi guys, there has been a previous thread regarding this matter but the problem was never solved there. Is it possible to completely remove the tooltip from an ability, i.e not only the text but the box aswell? Thanks in advance!
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@MasterWrath: Go
Now everything seems to work! Thanks a ton :)