Instead of applying the Attribute in UnitData you could do a behavior, which is disabled if ShieldCurrent > 0
dunno if it is possible to make a unit "Mechanical" through a behavior, but i guess so
thus would make ArmorAttribute (armored and so on) and ShieldAttribute = none,
if you want ShieldAttribute = Light ie
make a behavior which is disabled if Shield==0 via validator :)
if it is not possible to change Attribute via Behaviors, you could also use EffectSet/EffectSwitch for the weapon, and a combined validator, checking for UnitType (as thus should all have same shield-type then) and IfShield>0
Create a new map ... insert there a 50 or whatever and it works oh wonder it works. ...
but as it depends on RACE you get ... you have to change the race from random(any) to a fixed(zerg,protoss,terran, new one) one ...
the only problem is that you cannot use all 4 ressources, as they aren't shown correctly
Death Animations are handled through DeathEvents+ which automaticly handle the dying stuff if unit health drop to 0
last time i checked model swap didn't worked for me, but ezbeats already told the way to workaround
Make a new Actor ie named FeignDeathZergling, give it Model ZerglingDeath, some events and if then insert events in your original actor looking like the ones ezbeats said
If a hero is created, and it has no weapon (or just a hidden one, because that's part of the hero design) the Weapon-slot ingame is messed up and looks weird :)
In other words: Hero weapon is always shown even if the hero has no weapon available, in that case the icon/display for the weapon is messed up.
only if you have a displayEffect iirc,
but there should be a Icon in actors, too for weapons (there's one for armor i know of) which you could remove, and you could flag it as Hidden in its options(WeaponData) too
yea, but the files are getting deleted on save, and multi-lingual development (one use enUS client, other one enGB) does not work as Triggers aint localized ... hope blizz still use this way in 2nd beta/final/retail
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@MaMasToast: Go
http://forums.sc2mapster.com/development/tutorials/1646-data-create-a-wc3-like-experience-sharing-system/
:)
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Instead of applying the Attribute in UnitData you could do a behavior, which is disabled if ShieldCurrent > 0 dunno if it is possible to make a unit "Mechanical" through a behavior, but i guess so
thus would make ArmorAttribute (armored and so on) and ShieldAttribute = none,
if you want ShieldAttribute = Light ie
make a behavior which is disabled if Shield==0 via validator :)
if it is not possible to change Attribute via Behaviors, you could also use EffectSet/EffectSwitch for the weapon, and a combined validator, checking for UnitType (as thus should all have same shield-type then) and IfShield>0
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@BOOIVIER: Go
Create a new map ... insert there a 50 or whatever and it works oh wonder it works. ...
but as it depends on RACE you get ... you have to change the race from random(any) to a fixed(zerg,protoss,terran, new one) one ...
the only problem is that you cannot use all 4 ressources, as they aren't shown correctly
and here again a prove of data editor works ...
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@ezbeats: Go
As I said ... Death is a seperate model (on mostly all units) ...
@utzutz: Go
Death Animations are handled through DeathEvents+ which automaticly handle the dying stuff if unit health drop to 0
last time i checked model swap didn't worked for me, but ezbeats already told the way to workaround
Make a new Actor ie named FeignDeathZergling, give it Model ZerglingDeath, some events and if then insert events in your original actor looking like the ones ezbeats said
and in your FeignDeathZergling actor it should require
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Death animations are mostly on different models, so you would have to Swap model before calling the animation
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@Smugjaw: Go
You have to change the value in RaceData (DataEditor -> Race)
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@joelxt3rry21: Go
regged on twitter - take part on a contest - won key - said thx to contestholder - left twitter for the rest of my life.
@s3rius: Go
yea, the koreans perfected that, to get more of their bet-wins :D
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@ctccromer: Go
please PM a mod next time for such requests :) not really worth a thread, you can also invite all mods to the request msg. iirc
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Done.
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Lightning goes Thunder.
sad :(
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@OneTwoSC: Go
Only semi-fix, create a "No Weapon" Weapon and this will show but looks not as wished, guessing same goes for armor (that heroes require armor)
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If a hero is created, and it has no weapon (or just a hidden one, because that's part of the hero design) the Weapon-slot ingame is messed up and looks weird :)
In other words: Hero weapon is always shown even if the hero has no weapon available, in that case the icon/display for the weapon is messed up.
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@fortuneNext: Go
only if you have a displayEffect iirc,
but there should be a Icon in actors, too for weapons (there's one for armor i know of) which you could remove,
and you could flag it as Hidden in its options(WeaponData) too
@Zero0018: Go
this is wrong, your method makes the unit to stop on position which is not the same as not retreating as you cannot move anymore with your trigger
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@fortuneNext: Go
Instead of removing the weapon and keep the weaponarray blank/null - you can add a dummy weapon with NO Effect :)
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@Hydr00: Go
yea, but the files are getting deleted on save, and multi-lingual development (one use enUS client, other one enGB) does not work as Triggers aint localized ... hope blizz still use this way in 2nd beta/final/retail