Ok im gonna work a little more than an hour or two on an issue before porting questions from now on -_-
I think when i did the buff event when "off" or "destroyed" it would stop the buff above it to change the tint. maybe it was a priority value issue im not sure but im confused why. however i missed the fact there is a "clear tint" option in the actor events. using that when the behavior is off allows them to happen more than just once.
you set another actor event for when the behavior is removed you do Set Tint Color and set color to null and Label to the SCV actor (since the scv is the unit mining)
how do i remove a tint added from a behavior back to the players original color
in the anction event ive been able to change the tint color to whatever i want after the behavior is removed, but it doesnt set it back to how it originally is. I also figured "color: NULL" would just remove tint but it sets it to black.
How do I set a units state in the actor events which will change as the duration of a behavior runs down from 15 seconds?
I cant seem to find any terms that check field elapsed duration, and the validators in the "validate unit" term do not seem to include behavior remaining duration.
Is it possible to create custom heros on one map and then import all of the data for them into a different one?
I just have had issues when fooling around with the data editor to where I've accidentally changed data that I did not want changed then everything becomes screwed up.
that makes sense. thanks ahli as well! but im having an issue with me it not showing up in the link like for the cost for example Abil/Mindblast. what do i have to add in order for it to show up in the link?
i got it to have a link but when i set the button in the command card it wont show up in the abilities list for the command type ability command:
Command Type: Ability Command
Ability: (ability doesnt show up)
Ability Command: (therefore nothing shows up)
ALSO
most if not all other default game abilities have the icon show in the top left corner in the link list, mine just shows a red crosshair, is that a hint from the editor that its not a working ability yet thats missing somthing before it shows the button icon? or just that its custom
I'm making a custom spell for a grenade launcher and I am having an issue where the spell will cast but only show the explosion on each mob it kills in its splash range.
what field or maybe actor type makes it so there is always an explosion whether there are units or not in its splash range AND so the explosion model will not appear on every killed unit?
When you create a custom hero to where all that shows up at first is "movers - ground" how do you link the "generic unit attack actor" to the unit without creating a new actor. All of the other units are linked to the same actor.
Id like the default camera to change only distance and not angle of attack while using the mouse wheel. Which fields do i have to change in order for it to work?
So far ive tried setting the angle of attack max/min/increment fields to 70/70/0 and the zoom levels + to a constant AoA of 70 and still doesn't work correctly. Which field am i missing?
i come mainly from triggers from sc1. If you're trying to use the data editor you can use a similar effect that creates free units.
You can trigger it easily with Unit - Training Progress event and set specific condition for each structure training to create whatever unit you'd like with Unit - Create Unit action
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For WDE posts n such. please and thankyou :)
i want to embed, not just a link. not sure if its markup type or what
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@DrSuperEvil: Go
Ah legit. ill give it a shot and hopefully no error :P
@JanChris: Go
ty for the warning. ill keep it in xml when i do
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Ok im gonna work a little more than an hour or two on an issue before porting questions from now on -_-
I think when i did the buff event when "off" or "destroyed" it would stop the buff above it to change the tint. maybe it was a priority value issue im not sure but im confused why. however i missed the fact there is a "clear tint" option in the actor events. using that when the behavior is off allows them to happen more than just once.
0
@Operation51: Go
NVM i found it!
you set another actor event for when the behavior is removed you do Set Tint Color and set color to null and Label to the SCV actor (since the scv is the unit mining)
0
how do i remove a tint added from a behavior back to the players original color
in the anction event ive been able to change the tint color to whatever i want after the behavior is removed, but it doesnt set it back to how it originally is. I also figured "color: NULL" would just remove tint but it sets it to black.
0
How do I set a units state in the actor events which will change as the duration of a behavior runs down from 15 seconds?
I cant seem to find any terms that check field elapsed duration, and the validators in the "validate unit" term do not seem to include behavior remaining duration.
0
Is it possible to create custom heros on one map and then import all of the data for them into a different one?
I just have had issues when fooling around with the data editor to where I've accidentally changed data that I did not want changed then everything becomes screwed up.
0
@TrenchaunT: Go
that makes sense. thanks ahli as well! but im having an issue with me it not showing up in the link like for the cost for example Abil/Mindblast. what do i have to add in order for it to show up in the link?
i got it to have a link but when i set the button in the command card it wont show up in the abilities list for the command type ability command:
Command Type: Ability Command
Ability: (ability doesnt show up)
Ability Command: (therefore nothing shows up)
ALSO
most if not all other default game abilities have the icon show in the top left corner in the link list, mine just shows a red crosshair, is that a hint from the editor that its not a working ability yet thats missing somthing before it shows the button icon? or just that its custom
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ive seen that "SOp" a lot. what does that mean exactly?
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@DrSuperEvil: Go
i do though!
my actor type is model and based on: modelanimationstyleoneshot
thats why im so confused! something i missed in the events field?
EDIT: i think i know why but dont know how to fix it still :P
i looked at it again and in my events i have
msg type: Effect
source name: my custom damage effect (which is think effects single targets within the search area effect i made with it)
sub name: create
Im thinkin its possibly creating the actor for each unit affected by my custom damage effect?
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I'm making a custom spell for a grenade launcher and I am having an issue where the spell will cast but only show the explosion on each mob it kills in its splash range.
what field or maybe actor type makes it so there is always an explosion whether there are units or not in its splash range AND so the explosion model will not appear on every killed unit?
0
When you create a custom hero to where all that shows up at first is "movers - ground" how do you link the "generic unit attack actor" to the unit without creating a new actor. All of the other units are linked to the same actor.
0
Id like the default camera to change only distance and not angle of attack while using the mouse wheel. Which fields do i have to change in order for it to work?
So far ive tried setting the angle of attack max/min/increment fields to 70/70/0 and the zoom levels + to a constant AoA of 70 and still doesn't work correctly. Which field am i missing?
0
@Kabelkorven: Go
i come mainly from triggers from sc1. If you're trying to use the data editor you can use a similar effect that creates free units.
You can trigger it easily with Unit - Training Progress event and set specific condition for each structure training to create whatever unit you'd like with Unit - Create Unit action
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@thepumaman1: Go
ill see what i can do... it seems tedious o_o but then again its the data editor...