I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I'm fucking tired of reading threads about popularity system. Fucking, fucking tired.
Stop play attention whores about this and develop better maps. If your maps are not on the top of the list, that's just because they SUCK.
Is there a way to set the vertical alignment inside a text?
I created a tooltip that contains also an image like "<img path=''/> my text", but the image is too big and the text that follows it is pushed down... so I'm trying to align it vertically in the middle. Anyone know if there is any tag parameter to use?
I created a "Player Type" validator with Player=Origin, Condition=NotEqual and Value=Neutral. Then, I added it to the unit actor's event UnitFidget this way:
So units should make fidgets only while they are not owned by neutral player... but it's not working and units are fidgeting anyway. I tried to change the validator's Player field value to Target and Source, but it's still not working. I'va also changed the validator so Player=Origin, Condition=Equal and Value=User... but no way!
Quote from OneTwoSC:
Except I don't think you can use the word Blizzard in a map title :(
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Quote from mParfait:
You should also avoid words that start with the letter d in general. Cuz god forbid, if Blizzard catches you...
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Dlizzard will do the job if you wanna get banned quickly.
Maybe try this: On the unit, make it's default Max Energy set to 0. default Starting Energy to 75. Should still look like a regular unit without the energy bar. Then, apply the upgrade in game and see if you still start with 0/150 energy.
If that doesn't work out, then maybe instead of Set StartingEnergy 75, perhaps ADD StartingEnergy 75.
EDIT: Haha, I have a bad habit of not finishing posts... and sure enough you tried the default Starting Energy 75 trick, hehe. But give my second idea a shot.
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That's the only workaround I found for the moment. But it seems stupid to do that.
I've followed the instructions contained in this thread to add protoss shield to a terran unit. For what concerns Attachment Properties, the author says:
The problem is that if I use e_attachRef_Origin, the shield squib starts in the middle of the unit and goes under the terrain level. I tried using e_attachRef_Center and it works, covering the whole unit model but, like he said, the shield is distorted in scale. How can I resolve that?
Sure I did.
I tried to give set regeneration in the unit since the beginning, to set it through upgrade, to set it after the energy upgrades... I've just tried all the possible ways. It's not a difficult behavior to reproduce through... i thing that there's something wrong with editor.
I'm experiencing a strange problem with an upgrade. My unit has 0 StartingEnergy and 0 MaxEnergy so the bar/values don't show up on him at the beginning of the game. My upgrade (talent) allow it to have/use energy... so there is a Set->StartingEnergy=75 and Set->MaxEnergy=150 inside it.
The trouble comes when the player complete the upgrade research: the units are not acquiring the proper StartingEnergy... energy informations become visible but I only get 0/150. I'm sure that the same thing works perfectly with shields if I set StartingShield and MaxShield inside an upgrade... but with energy this is not working at all.
I've tried also to set MaxEnergy *before* StartingEnergy inside the upgrade, and also make two different upgrades: the first one sets MaxEnergy and the second one sets StartingEnergy. Simply, no luck... it seems impossible to modify StartingEnergy through upgrades.
The only way I found was to set StartingEnergy on the unit tab since the beginning, and then have the upgrade only set MaxEnergy when completed. This works fine but I don't understand what's wrong with my data...
I'm trying to make a weapon that attacks a random unit within its range each time it fires (it can also attack more than one time the same unit).
I've tried setting the AcquireFilters to TSRandom, but this doesn't work: the unit always attack the same unit... I think it's because the target is acquired only once at the beginning and then the unit keeps firing at the target until it dies.
The only way I found to do that is to use an EnumArea effect for the weapon (instead of a Damage one) with MaxCount=1, Effect=WeaponDamageEffect and TargetSorts TSRandom. This works fine but I'm sure there is a way to make it work without using an EnumArea effect. Maybe related to the constant scan flag?
0
Could you make an italian version please?
Thank you!
0
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
I want my necromancer back.
0
0
I'm fucking tired of reading threads about popularity system. Fucking, fucking tired.
Stop play attention whores about this and develop better maps. If your maps are not on the top of the list, that's just because they SUCK.
0
Hi all!
Is there a way to set the vertical alignment inside a text?
I created a tooltip that contains also an image like "<img path=''/> my text", but the image is too big and the text that follows it is pushed down... so I'm trying to align it vertically in the middle. Anyone know if there is any tag parameter to use?
Thanks!
0
Bump!
0
I created a "Player Type" validator with Player=Origin, Condition=NotEqual and Value=Neutral. Then, I added it to the unit actor's event UnitFidget this way:
UnitFidget
ValidatePlayer MyPlayerTypeValidator
AnimPlay Fidget Fidget
So units should make fidgets only while they are not owned by neutral player... but it's not working and units are fidgeting anyway. I tried to change the validator's Player field value to Target and Source, but it's still not working. I'va also changed the validator so Player=Origin, Condition=Equal and Value=User... but no way!
Can someone suggest me a solution please?
0
I can't resist!
0
Quote from OneTwoSC:
Except I don't think you can use the word Blizzard in a map title :(
----
Quote from mParfait:
You should also avoid words that start with the letter d in general. Cuz god forbid, if Blizzard catches you...
----
Dlizzard will do the job if you wanna get banned quickly.
0
Quote from BorgDragon:
@DivinoZarathos: Go
Maybe try this: On the unit, make it's default Max Energy set to 0. default Starting Energy to 75. Should still look like a regular unit without the energy bar. Then, apply the upgrade in game and see if you still start with 0/150 energy.
If that doesn't work out, then maybe instead of Set StartingEnergy 75, perhaps ADD StartingEnergy 75.
EDIT: Haha, I have a bad habit of not finishing posts... and sure enough you tried the default Starting Energy 75 trick, hehe. But give my second idea a shot.
----
That's the only workaround I found for the moment. But it seems stupid to do that.
0
I've followed the instructions contained in this thread to add protoss shield to a terran unit. For what concerns Attachment Properties, the author says:
The problem is that if I use e_attachRef_Origin, the shield squib starts in the middle of the unit and goes under the terrain level. I tried using e_attachRef_Center and it works, covering the whole unit model but, like he said, the shield is distorted in scale. How can I resolve that?
0
There's only EnergyStarting and EnergyMaximum... I can't find anything related to current energy though.
0
Sure I did.
I tried to give set regeneration in the unit since the beginning, to set it through upgrade, to set it after the energy upgrades... I've just tried all the possible ways. It's not a difficult behavior to reproduce through... i thing that there's something wrong with editor.
0
Hi again people! ^^
I'm experiencing a strange problem with an upgrade. My unit has 0 StartingEnergy and 0 MaxEnergy so the bar/values don't show up on him at the beginning of the game. My upgrade (talent) allow it to have/use energy... so there is a Set->StartingEnergy=75 and Set->MaxEnergy=150 inside it.
The trouble comes when the player complete the upgrade research: the units are not acquiring the proper StartingEnergy... energy informations become visible but I only get 0/150. I'm sure that the same thing works perfectly with shields if I set StartingShield and MaxShield inside an upgrade... but with energy this is not working at all.
I've tried also to set MaxEnergy *before* StartingEnergy inside the upgrade, and also make two different upgrades: the first one sets MaxEnergy and the second one sets StartingEnergy. Simply, no luck... it seems impossible to modify StartingEnergy through upgrades.
The only way I found was to set StartingEnergy on the unit tab since the beginning, and then have the upgrade only set MaxEnergy when completed. This works fine but I don't understand what's wrong with my data...
0
Hi all!
I'm trying to make a weapon that attacks a random unit within its range each time it fires (it can also attack more than one time the same unit).
I've tried setting the AcquireFilters to TSRandom, but this doesn't work: the unit always attack the same unit... I think it's because the target is acquired only once at the beginning and then the unit keeps firing at the target until it dies.
The only way I found to do that is to use an EnumArea effect for the weapon (instead of a Damage one) with MaxCount=1, Effect=WeaponDamageEffect and TargetSorts TSRandom. This works fine but I'm sure there is a way to make it work without using an EnumArea effect. Maybe related to the constant scan flag?