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    posted a message on Unit Selection Bug

    in the flags for the unit there are options like "unselectable" and "unclickable" etc. look through the flags to see if theres something keeping you from click selecting them.

    Posted in: Miscellaneous Development
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    posted a message on How to add ability to unit hero with triggers?

    there will be a separate ability for each of the item abilities. if you set patrol as the command for drop in the inventory ability, then there will be an ability in the list that says patrol - inventoryblahblah or something like that when you do the unit ablity event.

    Posted in: Miscellaneous Development
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    posted a message on How to add ability to unit hero with triggers?

    When you set up an inventory ability, you set a bunch of ability commands for different item actions like Drop Take Move etc. You just check to see if a unit uses an ability and if the ability is the one for drop/take or whatever.

    Posted in: Miscellaneous Development
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    posted a message on Multi-level Abilities

    How would you make the Learn ability add 1 to the behavior stack when the player chooses the next level of the ability?

    Posted in: Miscellaneous Development
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    posted a message on Multi-level Abilities

    Okay, I'm a gigantic idiot. After all that messing around I realized i forgot to switch my L1 damage effect to the damage set effect.... So thats why only the L1 would work and not the L2... So Unit ability does work for this. Although I decided to to use the Switch effect instead because it's more organized. Sorry for wasting your time zifoon.

    Posted in: Miscellaneous Development
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    posted a message on Multi-level Abilities

    I know the requirements work because I tested them on the Learn ability. I think the problem is that you can't use player requirement validators to see if a unit has an ability. We just need to find a validator that checks to see if a unit has an ability. I tried a bunch of things but none of them worked. Maybe you just can't see if a unit has an ability through validators?

    Posted in: Miscellaneous Development
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    posted a message on Multi-level Abilities

    Field    ScattershotL1 (Scattershot L1)
    CRequirement_NodeArray +    (GTCountAbilScattershotCompleteOnlyAtUnit0|GTCountAbilScattershotCompleteOnlyAtUnit0)  <- requirement for count of ability scattershot L1 greater than 0 completed at unit

    validator:
    Field    ScattershotL1
    Validator - Find    Disabled
    Validator - Ignore While Channeling    0
    Validator - Other Player +    e_effectPlayerUnknown
    Validator - Player +    Scattershot (Damage) L1:Caster
    Validator - Result - Failure    Error
    Validator - Result - No Player    OKPlaceholder
    Validator - Value    Scattershot L1

    This does not work. It works if I set find to enabled, but it doesn't work for the L2 version if I check Find to enabled on the L2 validator.

    Posted in: Miscellaneous Development
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    posted a message on Multi-level Abilities

    That's a great idea and I think it will work if I can just get the validators to work. I made a validator of type Unit Ability, set the ability link to the level 1 ability, and set Find to enabled. That worked for the level 1 damage. I made another validator that did the exact same thing for the level 2 ability, but the level 2 damage isn't added on. Is this the proper way to see if a unit has an ability? Is there a way to see if a token in an ability is equal to something using validators?

    Posted in: Miscellaneous Development
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    posted a message on Multi-level Abilities

    I have an ability that has a decent number of effects that I would like to avoid duplicating for every level of the ability. All the effects stay the same for each level except for the damage effect.

    Ability -> Launch Missile Effect -> Search Area Effect at impact point -> Set (Damage Effect, Apply Behavior Effect)

    Right now it looks like I have to replace every effect just to put a higher damage effect for higher levels of the ability. Anyone know how I could do this only adding a new damage effect per level of the ability, rather than all the effects duplicated for every level of the ability?

    Posted in: Miscellaneous Development
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    posted a message on Actor assigned to more than one unit type?

    Can you assign an actor to more than one unit type? I don't want to make an actor for every item unit I make :(. I change the unitName to assign the actor to a unit right now, but I was wondering if there was another way that let more than one.

    Posted in: Miscellaneous Development
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    posted a message on Dialog Item Styles

    There is a Set Dialog Item Style action that takes a string. I couldn't find a list of styles in the editor so I found them in the game data file. Here they are:

    DebugDisplay
    ChatDisplay
    ChatDisplayInternational
    ChatDisplayRecipient
    BattleChatPrefix
    BattleChat
    WarningDisplay
    ErrorDisplay
    ObjectiveDisplay
    ObjectiveTitleDisplay
    ObjectiveStateDisplay
    ObjectiveHeaderDisplay
    ObjectiveTaskDisplay
    DirectiveDisplay
    CommandTargetPrompt
    CommandTargetPrompt_Prot
    CommandTargetPrompt_Terr
    CommandTargetPrompt_Zerg
    CommandTargetName
    CommandTargetName_Terr
    CommandTargetName_Prot
    CommandTargetName_Zerg
    CinematicLabel
    ObserverLabel
    ReplayLabel
    TimeLabel
    ResourcePanel
    TimePanelHeaderLabel
    TimePanelLabel
    AlertTooltipName
    AlertTooltipName_Terr
    AlertTooltipName_Prot
    AlertTooltipName_Zerg
    AlertTooltipTip
    CommandTooltipName
    CommandTooltipName_Terr
    CommandTooltipName_Prot
    CommandTooltipName_Zerg
    CommandTooltipResource
    CommandTooltipUsage
    CommandTooltipTime
    CommandTooltipCooldown
    CommandTooltipInventory
    CommandTooltipRequirements
    CommandTooltipRequirements_Terr
    CommandTooltipRequirements_Prot
    CommandTooltipRequirements_Zerg
    CommandTooltipTip
    CommandTooltipAutocast
    GameButtonCharge
    UnitButtonInfo
    IdleButtonCharge
    AlertIconCount
    WorldTooltipTip
    WorldTooltipSubTip
    StarmapTooltipPlanet
    StarmapTooltipLabel
    StarmapTooltipValue
    IdleTooltip
    InfoPaneUnitName
    InfoPaneUnitName_Terr
    InfoPaneUnitName_Prot
    InfoPaneUnitName_Zerg
    InfoPaneUnitNameCondensed
    InfoPaneUnitNameCondensed_Terr
    InfoPaneUnitNameCondensed_Prot
    InfoPaneUnitNameCondensed_Zerg
    InfoPaneUnitRank
    InfoPaneUnitRank_Terr
    InfoPaneUnitRank_Prot
    InfoPaneUnitRank_Zerg
    InfoPaneUnitType
    InfoPaneUnitType_Terr
    InfoPaneUnitType_Prot
    InfoPaneUnitType_Zerg
    InfoPaneUnitInfo
    InfoPaneUnitInfo_Terr
    InfoPaneUnitInfo_Prot
    InfoPaneUnitInfo_Zerg
    InfoPaneHeroLevel
    InfoPaneHeroExperienceTooltip
    InfoPaneHeroName
    InfoPaneHeroName_Terr
    InfoPaneHeroName_Prot
    InfoPaneHeroName_Zerg
    InfoPaneHeroRank
    InfoPaneHeroRank_Terr
    InfoPaneHeroRank_Prot
    InfoPaneHeroRank_Zerg
    InfoPaneHeroType
    InfoPaneHeroType_Terr
    InfoPaneHeroType_Prot
    InfoPaneHeroType_Zerg
    InfoPaneHeroInfo
    InfoPaneHeroInfo_Terr
    InfoPaneHeroInfo_Prot
    InfoPaneHeroInfo_Zerg
    InfoPaneHeroLevel
    InfoPaneHeroWeapon
    InfoPaneHeroWeapon_Terr
    InfoPaneHeroWeapon_Prot
    InfoPaneHeroWeapon_Zerg
    InfoPaneHeroArmor
    InfoPaneHeroArmor_Terr
    InfoPaneHeroArmor_Prot
    InfoPaneHeroArmor_Zerg
    InfoPaneHeroAttribute
    InfoPaneHeroAttribute_Terr
    InfoPaneHeroAttribute_Prot
    InfoPaneHeroAttribute_Zerg
    InfoPaneHeroExperienceTooltip
    MinimapTooltipTip
    EquipmentIconLevel
    EquipmentTooltipName
    EquipmentTooltipName_Prot
    EquipmentTooltipName_Terr
    EquipmentTooltipName_Zerg
    EquipmentTooltipTip
    InfoPaneQueueName
    InfoPaneQueueName_Terr
    InfoPaneQueueName_Prot
    InfoPaneQueueName_Zerg
    QueueActivity
    QueueActivity_Terr
    QueueActivity_Prot
    QueueActivity_Zerg
    QueueTooltip
    InfoPaneProgressName
    InfoPaneProgressName_Terr
    InfoPaneProgressName_Prot
    InfoPaneProgressName_Zerg
    ProgressActivity
    ProgressActivity_Terr
    ProgressActivity_Prot
    ProgressActivity_Zerg
    ProgressTooltip
    InfoPaneCargoName
    InfoPaneCargoName_Terr
    InfoPaneCargoName_Prot
    InfoPaneCargoName_Zerg
    InfoPaneCargoCurrentCargo
    InfoPaneCargoCurrentCargo_Terr
    InfoPaneCargoCurrentCargo_Prot
    InfoPaneCargoCurrentCargo_Zerg
    CargoTooltip
    BehaviorTooltipName
    BehaviorTooltipTip
    UnitWireframeVital
    SubgroupTooltip
    UnitNameTooltip
    UnitTipName
    UnitTipTooltip
    PageButton
    PageButton_Terr
    PageButton_Prot
    PageButton_Zerg
    GroupButtonCount
    ChatBar
    ChatBarRecipient
    RevealCountdownLabel
    
    Posted in: Miscellaneous Development
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    posted a message on Paperdoll (Equipment dialog) Library Beta

    http://sc2.nibbits.com/assets/paperdoll-library/

    This is a library for attaching a "paperdoll" to a unit. Paperdolls allow you to equip/unequip items on that unit. This version is very limited but I am looking for feedback before I go much further in it.

    Current todo list:

    • Various functions for things like accessing the dialog object for a paperdoll.
    • Adding "stats" to a paperdoll and making functions for creating stat displays in the paperdoll dialog.
    • Events for many things like "Unit equips/unequips item" or "Player opens paperdoll" etc.
    • Fix any bugs/flaws that pop up (please find them everyone!)

    There is an example map included in the zip file with length comments. Let me know if anyone has any questions!

    -BarakatX2

    Posted in: Trigger Libraries & Scripts
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    posted a message on End Game in Defeat/Win for a player group

    I'm not sure what you're doing in the actions part, but why is there a (Used dialog item) in the conditions when the event is not a dialog event?

    Posted in: Miscellaneous Development
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    posted a message on How to duplicate objects properly?

    If you double click on the unit in the list of units, and then have the Field Values "Copy From" the original unit, it should fill in all the missing fields. This is after you duplicate the unit.

    Posted in: Miscellaneous Development
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    posted a message on Has anyone figured out how to move an item?

    I can't figure out how to move an item unit from anywhere to a specified slot in a specified unit's inventory. IE: There is a gun item in a marines main inventory. I want to have a trigger or even custom script that moves this item from the main inventory into the "equip item" inventory which is the second inventory the marine has. Anyone have any ideas?

    Posted in: Miscellaneous Development
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