would you be able to have seperate behaviors for giving and recieving?
if not, you could always apply the art through a trigger, something detecting the change in life occuring, and applying the model to the unit accordingly
If your worried about reapplying random buffs, or a lot of buffs, what you could do is transfer all buffs from the morphing unit to a dummy unit, then to the morphed unit. Would save you the headach of having to make a trigger that detects all the buffs on that unit, and stacks, and make it so you get a copy of the buffs on the unit you started with
your hitting a problem many of the coders have been fighting with since start. There really isnt a way to get the mouse location, you have to be using some sort of modification of the HIGHLIGHT option IE if unit is highlighted then do X action at UNIT location. That has you doing an effect at your mouse location. Downside, there has to be something there.
Just have a trigger that reapplys the buff (and number of stacks if thats an issue) when the morph occurs.
btw im aware thats not what you were asking, i just thought i would try and help solve a problem that is probably doable in a diffrent way with a simple 30 second solution :)
just so you understand what hes saying, you wouldnt actually do anything to the spell, you would just have a seperate actor created for the new spell effect. Then the new one would simply trigger a diffrent effect (or scale of effect) for that spell effect then the original
create a point and change the event to create a unit at the point. If that doesnt work its data editor shinanigans. If it does, then you could always create the unit, then order it to load into the dropship (workaround, but would get you to narrow down that the unit is able to have units in its cargo, units are spawning, and the problem is in the actual trigger that wants to create the unit in the cargo hold as the culprit)
Strange request here, dont know if it can be done.
My goal, to make a map that has 2 computer players fighting each other when the map starts. They would start the map with harvesters and a base, and build up and attack each other as if they were fighting each other in a 1v1 match. They would ignore any activity done by the players (unless attacked of course) and build, progress, and all the fun stuff that the computer does vs you. Is this as simple as creating 2 AI players, a starting point, a nexus, 5 probes, and starting the game?
player A has 6 marines. Once all marines (6) dies, create 1 zealot
Solution.
Add all 6 marines to a unit group (lets say group called 6 MARINES).
Make a trigger that runs when any unit dies. Then do an If Then Else Statement that says if the number of living units in 6 MARINES < 1 THEN create 1 zealot.
Honestly, your question here is for the library author. Anyone on here looking to be helpful wont really be able to unless they build the library. I would recommend, if there is functionality in this that you dont like, is build your own system, and hit us up with any questions relating to the individual trigger functions. either that, or message the author directly
Playing wth this now. Have gotten it to work, but you have to get into the validators and remove the breaching charge validator. Its preventing it from being used on anything other than the campaign object
Making a cloak that allows the ghost to go "out of phase", and was thinking the best way would be to reduce the units radius to 0. Been looking in triggers and in the data editor and cant seem to find out how to make this happen, any ideas?
Ignore this. Still have no idea why it was occuring, but rather than keep beating this horse i made an event that takes all units with the behavour i want to track and put them into a group. Then if any unit dies, it picks each unit in the group, and if its the triggering unit, does the event. Hate having to go trigger on it, but my eyes were bleeding.
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@SouLCarveRR: Go
would you be able to have seperate behaviors for giving and recieving?
if not, you could always apply the art through a trigger, something detecting the change in life occuring, and applying the model to the unit accordingly
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ahh. reorder your dependancies. i had some bs going on when i added mine and reversing the order of the new ones and the old ones fixed it
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If your worried about reapplying random buffs, or a lot of buffs, what you could do is transfer all buffs from the morphing unit to a dummy unit, then to the morphed unit. Would save you the headach of having to make a trigger that detects all the buffs on that unit, and stacks, and make it so you get a copy of the buffs on the unit you started with
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@qerodar: Go
your hitting a problem many of the coders have been fighting with since start. There really isnt a way to get the mouse location, you have to be using some sort of modification of the HIGHLIGHT option IE if unit is highlighted then do X action at UNIT location. That has you doing an effect at your mouse location. Downside, there has to be something there.
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@Jinxxx123: Go
Just have a trigger that reapplys the buff (and number of stacks if thats an issue) when the morph occurs.
btw im aware thats not what you were asking, i just thought i would try and help solve a problem that is probably doable in a diffrent way with a simple 30 second solution :)
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@Keyeszx: Go
just so you understand what hes saying, you wouldnt actually do anything to the spell, you would just have a seperate actor created for the new spell effect. Then the new one would simply trigger a diffrent effect (or scale of effect) for that spell effect then the original
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@xxQdotxx: Go
create a point and change the event to create a unit at the point. If that doesnt work its data editor shinanigans. If it does, then you could always create the unit, then order it to load into the dropship (workaround, but would get you to narrow down that the unit is able to have units in its cargo, units are spawning, and the problem is in the actual trigger that wants to create the unit in the cargo hold as the culprit)
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Strange request here, dont know if it can be done.
My goal, to make a map that has 2 computer players fighting each other when the map starts. They would start the map with harvesters and a base, and build up and attack each other as if they were fighting each other in a 1v1 match. They would ignore any activity done by the players (unless attacked of course) and build, progress, and all the fun stuff that the computer does vs you. Is this as simple as creating 2 AI players, a starting point, a nexus, 5 probes, and starting the game?
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You could do a simple random number between 1-number of quests and then a series of if then else statements to decide the quest given
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Heres how i see your problem
player A has 6 marines. Once all marines (6) dies, create 1 zealot
Solution.
Add all 6 marines to a unit group (lets say group called 6 MARINES).
Make a trigger that runs when any unit dies. Then do an If Then Else Statement that says if the number of living units in 6 MARINES < 1 THEN create 1 zealot.
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@LoneHail: Go
Honestly, your question here is for the library author. Anyone on here looking to be helpful wont really be able to unless they build the library. I would recommend, if there is functionality in this that you dont like, is build your own system, and hit us up with any questions relating to the individual trigger functions. either that, or message the author directly
0
Playing wth this now. Have gotten it to work, but you have to get into the validators and remove the breaching charge validator. Its preventing it from being used on anything other than the campaign object
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@RileyStarcraft:
Thanks man, ill give that a shot!
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Making a cloak that allows the ghost to go "out of phase", and was thinking the best way would be to reduce the units radius to 0. Been looking in triggers and in the data editor and cant seem to find out how to make this happen, any ideas?
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@coronbale:
Ignore this. Still have no idea why it was occuring, but rather than keep beating this horse i made an event that takes all units with the behavour i want to track and put them into a group. Then if any unit dies, it picks each unit in the group, and if its the triggering unit, does the event. Hate having to go trigger on it, but my eyes were bleeding.