I have an attribute and a research, and both work great separately, but when I try to combine the two they fail. Basically, the attributes are upgrade points that units have, and they use those upgrade points to research things; your basic hero ability menu. However, two things I can't figure out:
1.) How to make the researches require stat points to research. I've tried setting a requirement like this:
Greater Than
Count Behavior [Attribute] Total
Constant 0
But the research never shows up, even when the hero has more than 0 attribute points.
2.) How to subtract attribute points. I just have no idea where to go here.
Help much appreciated.
Well, player numbers are integers, unfortunately, so if you want to replace all player 1s and 2s you probably have to go through carefully using the "find next" and not the "replace all", unless you don't have any other 1s in your trigger that are integers.
I had this issue on hold for a while until I fixed more important stuff, but no, the flags didn't help. I've tried making an invisible unit with behavior power source, but the editor seems to not like creating units with no models and always substitutes the white blob model in. Are there any workarounds available?
I'm sorry for resurrecting this thread yet again, but I have the exact same issue as wonderbooze and I didn't quite understand how to fix it. What exactly do I have to add to Terran Construction, and where?
I took a look at the last level of the SC2 campaign and absolutely could not find out how to get the artifact to assemble. I found all the dialogs and counters necessary for the percent done of the artifact nova, but the animation itself I could not find how to do. How do I get the artifact to animate for a set period of time until it's assembled?
How would I make a pylon field that allows either you or your allies to warp units into? If modifying the pylon field itself is too hard, then I'll accept workarounds too, like stacking two pylon fields on top of each other or something like that (two pylons on top of each other probably won't work, because I need specifically only one pylon).
Huh, really? That's interesting. Just tried and it works, but why is that? If I make a new ability with the ability to build pylons and change the time there, then what?
Good news, I found the "Under Construction" flag in the create unit trigger. However, I don't know where the build time is coming from, as ordinarily it comes from the "build" ability. Can anyone help with that?
Wasn't sure how to word the title.
How do you create a trigger that makes a building that is not already built? I want to make a trigger that makes a pylon that builds for 15 seconds, without issuing a unit order to a probe. Is there a way to do this or will I just need to have invisible probes zooming around the field?
Cool, thanks to both of you. This should help, though I was hoping there'd be an easier way because I see all these FPS and TPS engines popping up. Ah well.
@D1000: I know this is a bump, but I'm trying to do the same thing with raynor and didn't quite understand your directions. Could you or someone else clarify?
Thanks guys. No idea how I hit that. I may switch back later in the future, but I think I know enough programming to get me around when I want to do galaxy coding.
0
I have an attribute and a research, and both work great separately, but when I try to combine the two they fail. Basically, the attributes are upgrade points that units have, and they use those upgrade points to research things; your basic hero ability menu. However, two things I can't figure out:
1.) How to make the researches require stat points to research. I've tried setting a requirement like this:
Greater Than
Count Behavior [Attribute] Total
Constant 0
But the research never shows up, even when the hero has more than 0 attribute points.
2.) How to subtract attribute points. I just have no idea where to go here.
Help much appreciated.
0
@Southpaw444:
Well, player numbers are integers, unfortunately, so if you want to replace all player 1s and 2s you probably have to go through carefully using the "find next" and not the "replace all", unless you don't have any other 1s in your trigger that are integers.
0
@Darkling155:
I had this issue on hold for a while until I fixed more important stuff, but no, the flags didn't help. I've tried making an invisible unit with behavior power source, but the editor seems to not like creating units with no models and always substitutes the white blob model in. Are there any workarounds available?
0
@progammer:
Many thanks, to both your responses.
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How do you modify the defense matrix ability's length? I've tried changing the "Time End" field, but it seems not to do anything.
0
I'm sorry for resurrecting this thread yet again, but I have the exact same issue as wonderbooze and I didn't quite understand how to fix it. What exactly do I have to add to Terran Construction, and where?
0
I took a look at the last level of the SC2 campaign and absolutely could not find out how to get the artifact to assemble. I found all the dialogs and counters necessary for the percent done of the artifact nova, but the animation itself I could not find how to do. How do I get the artifact to animate for a set period of time until it's assembled?
0
How would I make a pylon field that allows either you or your allies to warp units into? If modifying the pylon field itself is too hard, then I'll accept workarounds too, like stacking two pylon fields on top of each other or something like that (two pylons on top of each other probably won't work, because I need specifically only one pylon).
0
@ZeroAme:
Huh, really? That's interesting. Just tried and it works, but why is that? If I make a new ability with the ability to build pylons and change the time there, then what?
0
"Save me from the second page!" He says
0
Good news, I found the "Under Construction" flag in the create unit trigger. However, I don't know where the build time is coming from, as ordinarily it comes from the "build" ability. Can anyone help with that?
0
0
Cool, thanks to both of you. This should help, though I was hoping there'd be an easier way because I see all these FPS and TPS engines popping up. Ah well.
0
@D1000: I know this is a bump, but I'm trying to do the same thing with raynor and didn't quite understand your directions. Could you or someone else clarify?
0
Thanks guys. No idea how I hit that. I may switch back later in the future, but I think I know enough programming to get me around when I want to do galaxy coding.