So Zergling should be the default name of... zerglings... right? Well somehow "Rageling" became the default name for Zerglings on my map and it's fucking up my shiit. I'll show you what I mean...
Zergling has green name meaning it's been edited... 1st wtf
I reset all to parent to make sure nothing is edited
Zergling name changes to "Rageling" and now has blue name meaning that is the default... 2nd WTF
Now for the 3rd and final WTTFF... This all started after I duplicated the Zergling & Zergling Burrowed units so that I could change the new duplicated units' names to Rageling and Rageling Burrowed respectively (this was going to be a new unit for my map)... thats not the wtf part... Whenever I change ANY stats in the Rageling Burrowed unit, the Zergling changes its name back to Rageling automatically..... W T F???
Insight on why this is happening is greatly appreciated...
open a new map and check the sentry force field behavior, make sure everything is the same in yours and in the original. First check on the sentry to make sure the command card and ability+ information is set up right. Then start checking the force field ability itself to be sure there are no changes there
toggle ability apply a buff, then checking if a unit has that buff behavior as it enters the region of the switch point. This lets me redirect units with single unit precision or large selection groups.
wat about
event: any unit attribute changes
condition: if, triggering behavior = lane 1, then...
w/e pf stands 4 im sure u could go 2 the actor that displays the pf shot effect and add an "actor creation" event with the action "set tint color local" then change the tint to w/e u want...
as long as u find the actor that pf muzzle flash is tied to.
this is sort of last resort but you could have it so that if spacebar is pressed, the location of the current camera position is saved (a region is moved there, or u put the coordinates in a vairable,etc.) then immediately moved back to that spot from wherever the camera tries to move to... so its a quick back and forth sort of thing...
What about setting the opacity of the lava to a low number, so the lava is more see through, like water.
For on the fly terrain edits, i dont think you can do it dynamically like you want to... its one actor per deformation height.
edit: i guess alternatively you could make many deform actors and have each one be created at different lava heights o.o & if your lava rises and falls strictly with time you can predict where the lava will be at which times so you can time your deform actors nicely.
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noooo, that's the default zergling... it's name is somehow changed to be Rageling by default.
I don't want that. It's messing up my newly created unit Rageling.
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So Zergling should be the default name of... zerglings... right? Well somehow "Rageling" became the default name for Zerglings on my map and it's fucking up my shiit. I'll show you what I mean...
Zergling has green name meaning it's been edited... 1st wtf
I reset all to parent to make sure nothing is edited
Zergling name changes to "Rageling" and now has blue name meaning that is the default... 2nd WTF
Now for the 3rd and final WTTFF... This all started after I duplicated the Zergling & Zergling Burrowed units so that I could change the new duplicated units' names to Rageling and Rageling Burrowed respectively (this was going to be a new unit for my map)... thats not the wtf part... Whenever I change ANY stats in the Rageling Burrowed unit, the Zergling changes its name back to Rageling automatically..... W T F???
Insight on why this is happening is greatly appreciated...
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u changed the max stack count and max stack per caster right? made it higher than 1?
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This.
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You can't edit the ID of Blizzard, premade units, actors etc...
if you want to edit the ID, copy the unit or actor or w/e and then u can mess with the values
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http://forums.sc2mapster.com/resources/tutorials/2532-video-triggers-basic-functions-action-condition-definitions/
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open a new map and check the sentry force field behavior, make sure everything is the same in yours and in the original. First check on the sentry to make sure the command card and ability+ information is set up right. Then start checking the force field ability itself to be sure there are no changes there
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wat about
event: any unit attribute changes
condition: if, triggering behavior = lane 1, then...
something along those lines seem more plausible?
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pf?
w/e pf stands 4 im sure u could go 2 the actor that displays the pf shot effect and add an "actor creation" event with the action "set tint color local" then change the tint to w/e u want...
as long as u find the actor that pf muzzle flash is tied to.
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this is sort of last resort but you could have it so that if spacebar is pressed, the location of the current camera position is saved (a region is moved there, or u put the coordinates in a vairable,etc.) then immediately moved back to that spot from wherever the camera tries to move to... so its a quick back and forth sort of thing...
last resort rly...
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@SkedarLord: Go
You could open each map then copy and paste all the parts.
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1)
5)
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What about setting the opacity of the lava to a low number, so the lava is more see through, like water.
For on the fly terrain edits, i dont think you can do it dynamically like you want to... its one actor per deformation height.
edit: i guess alternatively you could make many deform actors and have each one be created at different lava heights o.o & if your lava rises and falls strictly with time you can predict where the lava will be at which times so you can time your deform actors nicely.
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http://forums.sc2mapster.com/resources/tutorials/4284-data-the-uberlisk/
If you want to learn about attachment points and site ops
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