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    posted a message on Item with an effect

    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).

    Posted in: Data
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    posted a message on Item with an effect

    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 ?

    Posted in: Data
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    posted a message on Ability level validator

    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.

    Posted in: Data
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    posted a message on Ability level validator

    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.

    Posted in: Data
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    posted a message on Revive the unit of a computer player

    My bad, I did a mistake. No bug here.

    Posted in: Triggers
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    posted a message on Revive the unit of a computer player

    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 ?

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #264: A Walk in the Clouds

    wipip ? Kiding but wip means Work In Progress. Like your neat terrain so far though.

    Posted in: Terrain
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    posted a message on CybrosX for Hire

    High quality and quick work.

    Maybe my request was very simple, but the result is perfect. =)

    Posted in: Artist Tavern
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    posted a message on Item cooldown visible only after drop and repick

    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.

    Posted in: Data
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    posted a message on Item cooldown visible only after drop and repick

    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.

    Posted in: Data
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    posted a message on Item cooldown visible only after drop and repick

    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 ?

    Posted in: Data
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    posted a message on The attachments turn with the turret

    I had tried with "head" and I still had the issue, but I tried "overhead" following your answer and it works fine =)

    Thanks.

    Posted in: Data
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    posted a message on The attachments turn with the turret

    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 ?

    Posted in: Data
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    posted a message on Remove the cloaked effect

    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.

    Posted in: Data
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    posted a message on One unit using multiple actors

    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.

    Posted in: Data
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