Ok thanks but in my case, I already have every data I need (multi+campagin). It's just that they have the same name and the game only create the campaign unit when we create one with a trigger for example.
So the only solution is to duplicate the multi unit we want.
Is there a way to have both multiplayer and campaign units in a map ?
I set the Swarm multi (mod) and the Swarm (Campaign) in my map.
But for example, when I want to choose a queen or an infestor from the unit tab, there is only one type of queen/infestor, and it's the unit from the campaign. And it's the same with triggers, when we want to create a unit, it creates the campaign unit. And I need both of them.
I want to create a Hero with the same level than an other Hero on the map. (ex : my hero is level 3, when the event occures it creates a level 3 hero)
So how can I check the level of a Hero ? My levels are determined with a Veterency behavior which countain attribute behaviors.
I want to add charges on a train ability by clicking on a button for example. So I look for the mine ability of the vulture as mentionned on this post. It's a Specialize ability which apply a modify Unit Effect and this effect is supposed to add 1 charge on the train ability. (Initially set to 0 with a max Count). But nothing happened when clicking the button to add charges.
What is the problem with this ? (The test map is attached below)
Ok in fact I didn't read carefully your first answer (language misunderstanding), I though you said to write "Ready" instead of "Stand Ready" and that was what I do first but maybe I just forget to apply before export. I retried another time and it works. Thanks Daara87.
And then when a mineral field is depleted, the "ok2" appeared but the unit is not replaced. I also tried with a "creat a unit at position of triggering unit".
What is wrong with this code ? It seems that triggering unit is not detected, or maybe something else.
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Hi Excellent mod ! Here are my bugs report/suggestions as I played yesterday (I only played orc and a bit elf) :
- Can't collect the wood when interrupt an orc worker on wood collection (in War3 we can collect wood even if the worker has not finish its collect)
- We can't have multiple workers on the same tree when collect a tree with an orc worker
- When we finished build something, there is the VO orc sound "work completed" (with orc and even elf)
- We need War 3 Font =) and smaller (for critical hits, gold, etc...)
- On the map editor, there is only Data mod, no extra and terrain mod
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One question : Will Blizzard going to release the datas of their War3 assets ?
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@Mugen245: Go
Ok thanks but in my case, I already have every data I need (multi+campagin). It's just that they have the same name and the game only create the campaign unit when we create one with a trigger for example.
So the only solution is to duplicate the multi unit we want.
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@Mugen245: Go
Ok so how ? I don't understand, what is "Lighting set to Haven" a map with this example ?
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Ok thanks for the answers guys ! So there is no easy way to do it.
So I will check the units from the campaign that are different from the multi and duplicate them.
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Is there a way to have both multiplayer and campaign units in a map ? I set the Swarm multi (mod) and the Swarm (Campaign) in my map. But for example, when I want to choose a queen or an infestor from the unit tab, there is only one type of queen/infestor, and it's the unit from the campaign. And it's the same with triggers, when we want to create a unit, it creates the campaign unit. And I need both of them.
Someone have some ideas with this ?
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Thanks Kueken531 that's it. I was looking for something too complicated by this solved my problem.
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Hi everybody.
I want to create a Hero with the same level than an other Hero on the map. (ex : my hero is level 3, when the event occures it creates a level 3 hero) So how can I check the level of a Hero ? My levels are determined with a Veterency behavior which countain attribute behaviors.
Does anyone have an idea ?
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I just test the m3 export script of 3dsmax and I got this error during the export step: " Unknown system exception"
I just import a model and change textures. I did it twice and I got the same error.
Is that a common error ? What did I do wrong ?
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That works for an effect target abilities for example.
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In fact I just duplicate the Vulture - Make Spider Mine ability and I don't change that field. Maybe we can't do this with the training ability.
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I want to add charges on a train ability by clicking on a button for example. So I look for the mine ability of the vulture as mentionned on this post. It's a Specialize ability which apply a modify Unit Effect and this effect is supposed to add 1 charge on the train ability. (Initially set to 0 with a max Count). But nothing happened when clicking the button to add charges.
What is the problem with this ? (The test map is attached below)
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Ok in fact I didn't read carefully your first answer (language misunderstanding), I though you said to write "Ready" instead of "Stand Ready" and that was what I do first but maybe I just forget to apply before export. I retried another time and it works. Thanks Daara87.
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@DaFunk86: Go That is what I tried first but that didn't work too.
@KingRadical: Go Thank you, it works ! Problem Solved
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Hi,
I want to replace a depleted mineral with a new unit, so here is what I did :
And nothing happened
Then I remove the condition :
And then when a mineral field is depleted, the "ok2" appeared but the unit is not replaced. I also tried with a "creat a unit at position of triggering unit".
What is wrong with this code ? It seems that triggering unit is not detected, or maybe something else.
Can somebody help me with this ?