I have built an item which has a area damage of effect on an point when used. I have not used an item with an ability because it could not receive aditionnal charge from a trigger according to my numerous tests.
But now, I don't know how to build the cursor for this item with an effect only (so no ability), as it seems to not have anything item cursor related.
I'd like to know if someone can confirm this bug ?
The validator Unit Compare Ability Level seems to have a bug, in data and in triggers too. The lvl 0 or lvl 1 of an ability provide both the result 0. Then with the level 2, I get the result 1. Etc.
So there is no way to differenciate the level 0 (the ability is not learnt) from the level 1.
It seems to work fine in the requirements though, but I encounter this issue in validators and triggers.
When I revive a hero owned by a computer player, this unit has every abilities disable after revive.
I have tried to enable manually an ability after the revive and it doesn't work.
I have tried to give the ownership to a player once the unit is dead, but it doesn't work. So I think that something goes wrong when the unit owned by a computer dies if it can help.
Not sure why it happens. My item has a behavior ability which only sets a temporary behavior. The cooldown works fine but is not displayed on the item, except if I drop and repick the item.
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The issue is that I can't find a way to build a cursor actor.
I have put the charges to the item itself as else I can't give charges via a trigger. So now the charges are OK, I can resplenish them with a trigger.
But now there is no ability to activate the cursor. So I don't now how I can build this cursor (or splat, its name in SC 2 maybe).
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Hello,
I have built an item which has a area damage of effect on an point when used. I have not used an item with an ability because it could not receive aditionnal charge from a trigger according to my numerous tests.
But now, I don't know how to build the cursor for this item with an effect only (so no ability), as it seems to not have anything item cursor related.
Any idea ?
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An answer of Kelphe (Blizzard Quality Assurance) is to use the ability validator to check if the unit has the ability + check the level after.
Makes sense now, even if it is not very intuitive.
I have tested and it works fine, at least for the validators. Not tested for the triggers.
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Hello,
I'd like to know if someone can confirm this bug ?
The validator Unit Compare Ability Level seems to have a bug, in data and in triggers too.
The lvl 0 or lvl 1 of an ability provide both the result 0. Then with the level 2, I get the result 1. Etc.
So there is no way to differenciate the level 0 (the ability is not learnt) from the level 1.
It seems to work fine in the requirements though, but I encounter this issue in validators and triggers.
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My bad, I did a mistake. No bug here.
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Hello,
When I revive a hero owned by a computer player, this unit has every abilities disable after revive.
I have tried to enable manually an ability after the revive and it doesn't work.
I have tried to give the ownership to a player once the unit is dead, but it doesn't work. So I think that something goes wrong when the unit owned by a computer dies if it can help.
Any ideas how to fix that ?
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wipip ? Kiding but wip means Work In Progress. Like your neat terrain so far though.
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High quality and quick work.
Maybe my request was very simple, but the result is perfect. =)
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Yes, it seems so, I have now 2 items with an activable instant effect ability and the cooldown is displayed on them.
I am using every campaign dependancies, in case if it is important.
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I have an other items which shows the cooldown.
So I tried to do an ability instant effect like this other item, and the cooldown is shown now... Anyway an effect can apply a behavior.
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Hello,
Not sure why it happens. My item has a behavior ability which only sets a temporary behavior. The cooldown works fine but is not displayed on the item, except if I drop and repick the item.
Any info about this issue ?
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I had tried with "head" and I still had the issue, but I tried "overhead" following your answer and it works fine =)
Thanks.
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Hello,
I have added a flashlight to the colonist transport (so he had already a turret).
Now when the turret faces a target, the flashlight turns too with the turret. Is there a way to prevent that ?
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I had put the ability to allow invulnerable targets, but it seems that this energy leech is not allowed on invulnerable targets.
But the bury works well, thanks.
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I think that you can use 3 variations in the model tab. But I don't know exactly how it works.
Actually it depends if the models have to be random or not.