I'm throwing a wild guess here, but can't you make a trigger where if a building is made (pylon) check which buildings (of the owners allies) are near.
Then give those unit power (by giving them a buff). Would that work?
There seems to be an Power Source type of Behaviours, so maybe your answer is there (hidden :P)
about your replies.
(1) What is a Attacher bone? can I modify it? And the Art - model is fine (I think, it's the weapon of the roach (AcidSalivaWeapon)
(2) It set every possible thing (as ActorCreated, effect.Acid UnitBirth, Unitbirth.AcidSaliva to Set Tint Color, the color doesn't change.
Is there something else to try? For both my problems. (For 2 there isn't a right texture, so Texture Select By ID is gonna be difficult)
I have an ability which spits out a freeze toxin, only without a beam.
I know that you can add a beam actor, but I want the Roach attack (Acid Saliva) as beam. And the Roach attack is a missle - actor.
So my question is: how do I set a missle - actor as a beam - actor?
@DrSuperEvil:
Well, I have 2 models, one 'regular zergling' and one 'zergling with wings'. Then I have 2 textures for every unit I want to make (want to make 6 so 12 different textures) and i have 6 different actors, all the same execept for Events, the Texture Select By Id are unique (for their textures). So is this all you need to help?
Make the following trigger:
Events:
Any Unit Dies
Conditions:
(Triggering Unit) == 'Zergling'
Actions:
Unit - Revive (Triggering Unit)
You can replace Any Unit (Event) with the unit you don't want to die. (Remove the condition then)
Hope it helps,
MrGliath
P.S. In the Conditions the Zergling is not necessarily
Is it possible to change the textures of a duplicated unit (and only the duplicated unit?)
Because when I try, I get multiple (depending on how many duplicated actors) units within one unit. (One unit with multiple models and different textures)
How can this be fixed? (preferably with the Zergling)
This can be done within the Data Editor.
For example, if someone kills a marine they should get 5 minerals.
The first thing is to open the Data Editor (ofc) and search for the marine.
Next, you'll find "Combat: Kill Resource +" field, within which you can edit which resources and how much must be rewarded if the unit is killed.
I hope this is what you were looking for.
The renaming of the menubar worked, but it loses it's function. (renamed the Message Log, but now it won't open)
Now I looked throught the Data Editor, but there is nothing to find about the Message Log and I have no clue (if needed) what triggers are needed fix this.
So does anyone have a clue how to fix this?
Thanks for the quick reply. It worked. Thanks.
Though you need to change "Order With No Target" to "Order Targeting Point" (took me a while :P). Otherwise it would not be listed.
I need to test the Nydus, but thats gonna be ok.
How can i order a drone to make a specified (Zerg) building (e.g. Hatchery)?
Even better how do i order a drone which has been 'spit out' by a Nydus Worm do build a building?
I was wondering how to change some default dialogs and/or buttons.
For example:
How do you remove(/rename/repurpose) some items of the menubar (default: Achievements (F9) Menu (F10) Message Log (F11) Help (F12) )
Also how do you remove the save & load button in the Menu dialog. Or how do you add a button to it? Like Sword of the Imperial Sanctum has the addtional Talents button within the menu dialog.
Even better how do you change the End game dialog, so you can make your own end game stats etc. (For example change the score screen button so your own game makes the stats)
In short, how do you change the menubar, menu dialog (F10) or the end game dialogs (defeat, tie or victory)?
0
I'm throwing a wild guess here, but can't you make a trigger where if a building is made (pylon) check which buildings (of the owners allies) are near.
Then give those unit power (by giving them a buff). Would that work?
There seems to be an Power Source type of Behaviours, so maybe your answer is there (hidden :P)
Hope I helped,
MrGliath
0
@DrSuperEvil:
about your replies.
(1) What is a Attacher bone? can I modify it? And the Art - model is fine (I think, it's the weapon of the roach (AcidSalivaWeapon)
(2) It set every possible thing (as ActorCreated, effect.Acid UnitBirth, Unitbirth.AcidSaliva to Set Tint Color, the color doesn't change.
Is there something else to try? For both my problems. (For 2 there isn't a right texture, so Texture Select By ID is gonna be difficult)
Greetings,
MrGliath
0
I have an ability which spits out a freeze toxin, only without a beam.
I know that you can add a beam actor, but I want the Roach attack (Acid Saliva) as beam. And the Roach attack is a missle - actor.
So my question is: how do I set a missle - actor as a beam - actor?
P.S. And how do I change the color of the 'beam'?
0
0
Any Unit Dies
Conditions:
(Triggering Unit) == 'Zergling'
Actions:
Unit - Revive (Triggering Unit)
You can replace Any Unit (Event) with the unit you don't want to die. (Remove the condition then) Hope it helps, MrGliath P.S. In the Conditions the Zergling is not necessarily
0
Is it possible to change the textures of a duplicated unit (and only the duplicated unit?) Because when I try, I get multiple (depending on how many duplicated actors) units within one unit. (One unit with multiple models and different textures)
How can this be fixed? (preferably with the Zergling)
0
@playpong: Go
Custom how? Custom resources can also be done with the way I showed you.
But if you're making an RPG map. In which case the reward is an item. There is no other way than using the triggers.
MrGliath
0
Hi there,
This can be done within the Data Editor. For example, if someone kills a marine they should get 5 minerals. The first thing is to open the Data Editor (ofc) and search for the marine. Next, you'll find "Combat: Kill Resource +" field, within which you can edit which resources and how much must be rewarded if the unit is killed. I hope this is what you were looking for.
MrGliath
0
@Helral: Go
The renaming of the menubar worked, but it loses it's function. (renamed the Message Log, but now it won't open) Now I looked throught the Data Editor, but there is nothing to find about the Message Log and I have no clue (if needed) what triggers are needed fix this. So does anyone have a clue how to fix this?
MrGliath
P.S. Custom Dialogs are under way ;)
0
@AMtrane: Go
Maybe you have not the right dependencies. You have probably the campaign dependencies.
Greetz, MrGliath
0
@iE4TM4PS: Go
Thanks for the quick reply. It worked. Thanks. Though you need to change "Order With No Target" to "Order Targeting Point" (took me a while :P). Otherwise it would not be listed. I need to test the Nydus, but thats gonna be ok.
Thanks again, MrGliath
0
How can i order a drone to make a specified (Zerg) building (e.g. Hatchery)?
Even better how do i order a drone which has been 'spit out' by a Nydus Worm do build a building?
MrGliath
0
I was wondering how to change some default dialogs and/or buttons.
For example:
How do you remove(/rename/repurpose) some items of the menubar (default: Achievements (F9) Menu (F10) Message Log (F11) Help (F12) )
Also how do you remove the save & load button in the Menu dialog. Or how do you add a button to it? Like Sword of the Imperial Sanctum has the addtional Talents button within the menu dialog.
Even better how do you change the End game dialog, so you can make your own end game stats etc. (For example change the score screen button so your own game makes the stats)
In short, how do you change the menubar, menu dialog (F10) or the end game dialogs (defeat, tie or victory)?
MrGliath