Could you break down how your attribute counting works.
Much as I'd love to say I get it I really don't.
So far I see it this way.
Level up is ignored, which fine it gives the level up attribute.
The Level up allows the learn ability to be used.
Which provides an instant count.
2 requirements compare this against to match that its equal to the buff, one for lower and one for higher.
However at this point I can't follow how it connects anymore.
<<quote>>I have made this brief tutorial on copying a unit for basic modifications to hopefully solve some issues people have been having with duplicating units and not getting them to work.
Start off by opening the Data editor.
You will need to have the first 4 of these buttons selected.
note toggling the first button will be more useful for modifications later.
Step one find your unit
I will copy the marine, which is easily findable via the search box
Step two duplicate the unit
select the following 3 boxes only:
Unit, Actor, Model
note if you want to edit the weapons and other things you may need to add more but for now I'm just using the unit as a shell.
The first thing you'll notice is that the file is completely copied and just renamed, which is good as you wont have to edit too much back to the original.
The second thing you'll notice is that the game will give you a white blob if you try to paste the unit (or in some cases like mine a black blob)
This will help for later on, however the name can always be changed.
Step four setting the model, you do this by right clicking on the model in the unit tree and going to View linked object.
Right I'm going to change the model to marine, however you should be more than able to change to any model you like.
note the current model will not exist.
To change it find a model part that you want(you can use the search function to make this easier
Step five editing the actor.
Firstly check the Token (this is where the actor links to the unit)
You'll want to copy a few things from the marine actor to your copy if you want it to use the same voice or which ever unit you want it to sound like.
The one area you'll really want to check if anything is Events:
This area is responsible for a lot of the things your unit does and what it looks like while it does it.
You will need to double check all 3 (Send, Target and Terms) are linked to the correct unit/ model ID which in my case is Marine2.
All 3 will have the following two bits that most likely need to be changed if the correct model is not displaying.
A last note do not remove sound files, even if they have nothing in them.
i.e. (Marine_Birth (Unknown)
As they stop a default sound being played globally. <</quote>>
Note most of this is now out of date with the events and stuff but it should help with the actor and unit problem.
As I stated use the veterancy level just as a counter and have a requirement controled addition/subtraction system.
From what I gather from that map I'd need at least one requirement per level of buff.
This wont work for me when I have a bit more than 1 per level it's 5 per attribute and 6 of those attributes per level and that is not to meantion if I wanted to add items that give that same attribute.
Which as you can guess adds up very quickly and adding 60,000 requirements might be counter productive.
Please tell me if I'm wrong but I was hoping that there was an easy way to link the two, if it comes to it I can can make a trigger however I'm trying to avoid triggers where possible.
It just seems a bit mad I can't add a buff for each attribute or level.
But I'm remaking a WC3 style armour system however that means I need to void the current armour system that sc2 uses.
I remember there was a flag or something that allowed me to ignore or turn off the way that SC2 works with armour which means I can use the armour value as a dummy so people can still see armour amounts but it's actually done using buffs.
I have done this before but my project was deleted before when I lost my harddrive then again when 1.5 came out. I remember doing using the data editor to do it and I seem to remember it being flag and it being simple.
So I'm not sure if the 1.5 changes moved it or I am blind and looking at it right now.
So in effect what I want to do is make 5 attack ignore 20 armour and still do 5 damage which a buff can then negate some of the damage instead.
0
It's a bit odd for starting stats but it works well thanks dr.
0
I'd say look at the terran building buff that makes them burn.
You can trigger the actor event from a similar buff
0
Anyone know how to access the armour text in the tooltip UI
I found the bit of text for the prefix but I can't seem to find the part that they use for the armour amount itself.
Prefix is e_gameUIStringLifeArmorColon
I want to change it so it reads something like.
Armor: 13
Res: 15%
However the only part I can seemingly edit is the Life Armour name on the unit itself.
0
It's not going well.
Could you break down how your attribute counting works.
Much as I'd love to say I get it I really don't.
So far I see it this way.
Level up is ignored, which fine it gives the level up attribute.
The Level up allows the learn ability to be used.
Which provides an instant count.
2 requirements compare this against to match that its equal to the buff, one for lower and one for higher.
However at this point I can't follow how it connects anymore.
0
Ah thank you I get what you mean now, been having a very stupid moment.
I'll give it a bash see how it goes along.
0
One way would be to have a 3 way Morph with the middle unit being of a type that spells cannot target.
Lava > Egg > Zerg
ground > mechanical > ground
0
You are not duplicating the actor as well.
Actors and Units are linked together.
Pretend a Unit is a person, it has their age, skills and other attributes.
Then pretend an Actor is that person performing a role, it tells them what to do and when to do it and what to look like.
So your problem is you have a person but you've given them no instructions (actor) and thus they cannot exist.
I did make a basic tutorial at some point but I can't find it.
http://i.imgur.com/QKnyC.png
On this image select the Marine actor as well.
<<quote>>
I have made this brief tutorial on copying a unit for basic modifications to hopefully solve some issues people have been having with duplicating units and not getting them to work.Start off by opening the Data editor.
You will need to have the first 4 of these buttons selected.
Step one find your unit
I will copy the marine, which is easily findable via the search box
Step two duplicate the unit
select the following 3 boxes only:
Unit, Actor, Model
The first thing you'll notice is that the file is completely copied and just renamed, which is good as you wont have to edit too much back to the original.
The second thing you'll notice is that the game will give you a white blob if you try to paste the unit (or in some cases like mine a black blob)
{{//img36.imageshack.us/img36/8796/screenshot20100810at140.png" rel="noopener nofollow" target="_blank">http://img36.imageshack.us/img36/8796/screenshot20100810at140.png[IMG">http://img36.imageshack.us/img36/8796/screenshot20100810at140.png[IMG]
Step three rename the unit, you do this by double clicking the duplicated unit (it should be in green)
[IMG]http://img695.imageshack.us/img695/8796/screenshot20100810at140.png}}
This will help for later on, however the name can always be changed.
Step four setting the model, you do this by right clicking on the model in the unit tree and going to View linked object.
Right I'm going to change the model to marine, however you should be more than able to change to any model you like.
To change it find a model part that you want(you can use the search function to make this easier
Step five editing the actor.
Firstly check the Token (this is where the actor links to the unit)
You'll want to copy a few things from the marine actor to your copy if you want it to use the same voice or which ever unit you want it to sound like.
The one area you'll really want to check if anything is Events:
This area is responsible for a lot of the things your unit does and what it looks like while it does it.
You will need to double check all 3 (Send, Target and Terms) are linked to the correct unit/ model ID which in my case is Marine2.
All 3 will have the following two bits that most likely need to be changed if the correct model is not displaying.
A last note do not remove sound files, even if they have nothing in them.
i.e. (Marine_Birth (Unknown)
As they stop a default sound being played globally. <</quote>>
Note most of this is now out of date with the events and stuff but it should help with the actor and unit problem.
0
You need an actor for the unit to appear.
To make any unit you have to have a Unit and Actor.
Everything else is not important.
If you want to copy an existing unit just duplicate the unit and actor then link the new actor to the new unit.
0
Demtrod
http://www.sc2mapster.com/forums/development/artist-tavern/19281-illidan-model/
Was buggy as all hell a few years ago still is now.
http://www.sc2mapster.com/forums/development/artist-tavern/17108-wc3-to-sc2-model-conversion/#p19
If you want to try the import export yourself that one I did wasn't the best but it will give you the model to use.
0
I'm not sure if I'm missing something or explaining pooly, both are possible.
I have 3 attributes.
AGI STR INT
One of them gives 0.2 wc3 armour in the style of a buff.
I need to be able to have this buff be able to be linked directly to the attribute.
So if the unit gets 1 AGI it gets 1 of the buff.
The buff is limited to 65535 (or something near that editor reason) I want to be able to use up to that amount if possible.
I made the buff give the attribute as that solves the problem of the attribute not being able to add to a buff stck.
This solves the problem for giving this buff via the attribute.
However when it comes to leveling up a hero there seems to be no easy non trigger way to link the data value of a buff and veterency.
So in simple terms of what I want to do
Hero gains 1 level. (veterency)
INT + 6 (attribute) AGI +6 (attribute) STR +6 (attribute)
all so easy so far
(attribute + buff)
For each AGI point + 1 stack of the armour buff . (Which you can't do)
So because I can't link it that way I had to reverse it.
(buff + attribute )
So now for each armour buff stack it adds 1 point of AGI which is fine, I have 2 buffs one for AGI and one for standard armour.
Annoying but doable
Now the link from Leveling up to buffs seems a bit broken.
0
From what I gather from that map I'd need at least one requirement per level of buff.
This wont work for me when I have a bit more than 1 per level it's 5 per attribute and 6 of those attributes per level and that is not to meantion if I wanted to add items that give that same attribute.
Which as you can guess adds up very quickly and adding 60,000 requirements might be counter productive.
Please tell me if I'm wrong but I was hoping that there was an easy way to link the two, if it comes to it I can can make a trigger however I'm trying to avoid triggers where possible.
It just seems a bit mad I can't add a buff for each attribute or level.
0
Max stacks are fine, Buffs >Attributes works fine.
The issue is that you can't add Buff stacks to veterancy or attributes that I can find (or at least without triggers)
0
Ok so using an ability I can add and remove AGI attributes (or armour buff) that works fine.
They link I've tried it both ways.
However they don't seem to link at all when it comes to adding them to veterancy which is confusing.
So using the Buff in place of the AI attribute I get this.
Which means that the buff just refuses to be added which is weird.
And I know that it's like because a Buff isn't an attribute but there doesn't seem to be a place to add them here or in the attribute window.
0
Works perfectly sorry I was looking at the completely wrong bit
Thanks
0
Ah sorry was being rushed earlier.
But I'm remaking a WC3 style armour system however that means I need to void the current armour system that sc2 uses.
I remember there was a flag or something that allowed me to ignore or turn off the way that SC2 works with armour which means I can use the armour value as a dummy so people can still see armour amounts but it's actually done using buffs.
I have done this before but my project was deleted before when I lost my harddrive then again when 1.5 came out. I remember doing using the data editor to do it and I seem to remember it being flag and it being simple.
So I'm not sure if the 1.5 changes moved it or I am blind and looking at it right now.
So in effect what I want to do is make 5 attack ignore 20 armour and still do 5 damage which a buff can then negate some of the damage instead.