ok, then my question is i want to use abilities like Psi storm, blink , or other spell types. Can these abilities be store in the Training, research, warp, arm ability ? If not how do i swap abilities out or replace them triggers?
ok I am having a problem. I created a train ability call " Abilities Stored" with in that I created a button "Red Fireball". I have add the dummy behavior and the requirements to that button but it requires me to have a unit or it won't show in the command card?
so what do i do after setting up the dummy and requirement object?
@BasharTeg: Go
Ok I went and look at the barracks in data to find out how it works. My next question is how do i call up only one of the abilities under the training ability each time.
For example, I want to cast a red fireball requirement is to have the red fireball scroll equip in the slot to cast it. This will be the same for all other color fireballs, they will being using that same slot so the player must swap out each time to use it.
What i want to know is how to call that ability from within that training ability. Since if i directly just want to reveal that spell in the command card it won't. But if call upon the trainer ability it will show everything if the buttons weren't stack. But i have stack all similar spells on top of each other. So what can i do?
Yes, i was already doing this as you have suggested with hide /show abilities. But if the unit doesn't have said ability added on to the unit before hand. the show/hide trigger won't show said ability on command card. The problem is I max out the allow abilities i can add to said unit. Since I wanted the unit to have every ability possible and swap out each ability with trigger when equipping different items.
Then upload the mod file directly to bnet to test that out and remove the current depend you have attach and use the one from b-net. See if that clear your problem.
as in Mod dependence are attach in dependency. If you have updated it in anyway and the map is not publish in battle.net. Then you need to set the correct path to the mod file itself. Which is normally under your mod folder in program folder/sc2/mod
Hello all, I just want someone help me explain what does this Boost Cliff Level do? This is under certain doodads and I just dumbfounded. Hope someone can give an explanation and example.
Why not add a prepare time to for each weapon as well. so they have to reload from each weapon they swap into regardless. Also set it that this time is the longest of them all.
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@BasharTeg: Go
ok, then my question is i want to use abilities like Psi storm, blink , or other spell types. Can these abilities be store in the Training, research, warp, arm ability ? If not how do i swap abilities out or replace them triggers?
0
@BasharTeg: Go
ok when the unit is trained and remove from game how can i get a target cursor to use to cast
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@BasharTeg: Go
ok I am having a problem. I created a train ability call " Abilities Stored" with in that I created a button "Red Fireball". I have add the dummy behavior and the requirements to that button but it requires me to have a unit or it won't show in the command card?
so what do i do after setting up the dummy and requirement object?
0
@BasharTeg: Go Ok I went and look at the barracks in data to find out how it works. My next question is how do i call up only one of the abilities under the training ability each time.
For example, I want to cast a red fireball requirement is to have the red fireball scroll equip in the slot to cast it. This will be the same for all other color fireballs, they will being using that same slot so the player must swap out each time to use it.
What i want to know is how to call that ability from within that training ability. Since if i directly just want to reveal that spell in the command card it won't. But if call upon the trainer ability it will show everything if the buttons weren't stack. But i have stack all similar spells on top of each other. So what can i do?
0
@BasharTeg: Go
Yes, i was already doing this as you have suggested with hide /show abilities. But if the unit doesn't have said ability added on to the unit before hand. the show/hide trigger won't show said ability on command card. The problem is I max out the allow abilities i can add to said unit. Since I wanted the unit to have every ability possible and swap out each ability with trigger when equipping different items.
0
@BasharTeg: Go
Ok besides for the command card. How would I call up the other abilities in the command cards if i can't add them to the abilities list in only unit?
Is there an example that can point me in the right direction?
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@TyaStarcraft: Go But will this be all under one command card of that first unit?
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Is there a way to pass the max amount of abilities hold for one unit? I think the max was at 34 abilities to one unit.
I was wonder is there a way to go around that number?
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@vailreth: Go
Then upload the mod file directly to bnet to test that out and remove the current depend you have attach and use the one from b-net. See if that clear your problem.
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@dgh64: Go
as in Mod dependence are attach in dependency. If you have updated it in anyway and the map is not publish in battle.net. Then you need to set the correct path to the mod file itself. Which is normally under your mod folder in program folder/sc2/mod
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First entry and first time doing the exercises for fun.
My submission.
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Hello all, I just want someone help me explain what does this Boost Cliff Level do? This is under certain doodads and I just dumbfounded. Hope someone can give an explanation and example.
Thanks.
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@Zolden:
If your saying to change them from either one. It under Map/ Map options. For grey and black mask for fog of war.
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http://i1080.photobucket.com/albums/j336/sobatao/killexperience.png
There
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@JimyStyles:
Why not add a prepare time to for each weapon as well. so they have to reload from each weapon they swap into regardless. Also set it that this time is the longest of them all.