2) When I set a requeriment for a hero to learn an ability, lets say:
(CountAbil(BlinkWizard,CompleteOnlyAtUnit) < 1 && !CountBehavior(Level1,CompleteOnlyAtUnit)) || (CountAbil(BlinkWizard,CompleteOnlyAtUnit) < 2 && !CountBehavior(Level4,CompleteOnlyAtUnit)) || (CountAbil(BlinkWizard,CompleteOnlyAtUnit) < 3 && !CountBehavior(Level7,CompleteOnlyAtUnit))
Which allows the hero to learn levels 1/2/3 of blink only if he is at level 1/4/7, it shows a weird description on the spell when a hero is does not meet the requeriments:
Ex:
-Blink
1
or
-Blink
2
or
-Blink
3
any ideas how to change this requeriment description?
I'm having trouble with multiple period effects on the same persistent.
I'm trying to make a Magic Missile like spell, that has 5 seconds channeling time, and every second it launches 2 missiles and deals damage.
The only problem is that if I set all the 3 effects (2 launch missile + damage) on the same persistent, it will only proc 1 of these per time.
I tried lots of way to make it proc all those effects at the same time, but, didn't suceed.
I've found the Revive type ability in the data editor, but I can't make it work, and also I couldn't see any revive function in the trigger editor.
Can someone explain me how to do it?
Idk , maybe there is really no way to do it atm
Issue order to unit doesn't really work the way I want because I would have to choose a fix point and issue an order to cast the ability in that specific point.
What I want is the nuclear missile area circle showing when you click on the dialog item, and then, the nuke effect will only happen when the player chooses the area.
The closest way to do it would be picking the point where the player cursor is, like s3rius said. The only problem with it is that in this case the cursor would always be in the place that the dialog item is in the screen.
But... w/e, thanks for the replies, and I hope blizz give us some way to do it ^^
I Duplicated Zhakul'das Obelisk actor and changed its unitName field to the Obelisk unit
Btw I'm not sure if this is the right way to do it, I don't know anything about these actors and models on data editor
I also tried other ways, but never worked.
I would love to know what is the right and best way to give an actor to a new unit ^^
0
bump
and also, anyone know how to change unit's collide through the Catalog GUI function?
I try: Catalog - Set value of Units "Zealot" "Collide[1]" for player (Owner of caster) to "0"
But it always run into a ingame error saying the catalog field value could not be writen.
0
1) How to make a hero revive? O_o
2) When I set a requeriment for a hero to learn an ability, lets say: (CountAbil(BlinkWizard,CompleteOnlyAtUnit) < 1 && !CountBehavior(Level1,CompleteOnlyAtUnit)) || (CountAbil(BlinkWizard,CompleteOnlyAtUnit) < 2 && !CountBehavior(Level4,CompleteOnlyAtUnit)) || (CountAbil(BlinkWizard,CompleteOnlyAtUnit) < 3 && !CountBehavior(Level7,CompleteOnlyAtUnit)) Which allows the hero to learn levels 1/2/3 of blink only if he is at level 1/4/7, it shows a weird description on the spell when a hero is does not meet the requeriments: Ex: -Blink 1
or
-Blink 2
or
-Blink 3
any ideas how to change this requeriment description?
0
@ProxyTooMuch: Go
Thanks guys Tried both ways and they works perfectly :)
0
I'm having trouble with multiple period effects on the same persistent. I'm trying to make a Magic Missile like spell, that has 5 seconds channeling time, and every second it launches 2 missiles and deals damage. The only problem is that if I set all the 3 effects (2 launch missile + damage) on the same persistent, it will only proc 1 of these per time.
I tried lots of way to make it proc all those effects at the same time, but, didn't suceed.
0
I've found the Revive type ability in the data editor, but I can't make it work, and also I couldn't see any revive function in the trigger editor. Can someone explain me how to do it?
0
Idk , maybe there is really no way to do it atm Issue order to unit doesn't really work the way I want because I would have to choose a fix point and issue an order to cast the ability in that specific point. What I want is the nuclear missile area circle showing when you click on the dialog item, and then, the nuke effect will only happen when the player chooses the area. The closest way to do it would be picking the point where the player cursor is, like s3rius said. The only problem with it is that in this case the cursor would always be in the place that the dialog item is in the screen.
But... w/e, thanks for the replies, and I hope blizz give us some way to do it ^^
0
Bump ^
0
Anyone know how to make a player use an ability when you click on a dialog item?
I'd like to make a nuclear missile in a dialog item, so, when you click it, you can choose the area and then call it. Any ideas?
Also, if anyone know how can I import icons to SC2 editor, plz tell me too ^^
0
@kii064: Go
Ok, now I understand
Thank you a lot man
0
Bump, I need help o.o
0
@Metrael: Go
Well, I just changed actor and model types and parents, now I got that purple sphere in my map. At least an advance, but, what does it mean now? :P
0
@kii064: Go
I'm not really duplicating the obelisk because its a doodad
I created a new unit and attached the duplicated obelisk actor/model to this newly created unit.
I also tried other models just to check if it was the Obelisk model that was bugged, but, no model works.
0
Bump
0
@Thebillsta: Go
Nop, it just doesn't show anything
I Duplicated Zhakul'das Obelisk actor and changed its unitName field to the Obelisk unit
Btw I'm not sure if this is the right way to do it, I don't know anything about these actors and models on data editor I also tried other ways, but never worked.
I would love to know what is the right and best way to give an actor to a new unit ^^
0
@Thebillsta: Go
I do it everytime, still it doesn't work