I have a morph where I upgrade a building into a different one which is symbolised with the scale of it.
I want to make it so that each one will visually expand into the next using scales, however when I cancel it refuses to stop the scale and even though I have an event to revert the scale of which it ignores.
So I have a morph that when cancelled will still scale but it shouldn't.
AbliMorph.*.Start
Set Scale 1.2 5
Note the 5 will be the same length as the build time whatever that is.
AbliMorph.*.Cancel
set scale 1 0.5
I've also tried
Set absolute scale and clear scale.
Clear scale seems to give this error "Cannot clear a prop created and used internally by the system"
I've reopened the editor after about well maybe 6month to a year an the drop down window that listed actors, units, terrain, etc etc has been replaced with a + that is really annoying to use.
Anyone know how I can revert it to the drop down window?
Has anyone from outside the NA server got a invite?
And it's a bit sad that they are still refusing to even indulge us on the Live lobbies, I mean I hate to point it out but DOTA and all the spin off s(of which they are making one) only exist because of live lobbies.
I think you want to put this in the text area, d ref is the reference for the data but you'll need to find out where it comes from (Not found it myself yet).
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I'm trying to add a Buff per each level of an attribute however I don't think this is the right place to add it.
I even added an apply behaviour effect in the Point Gain area.
(note 0.2 armour is from the behaviour on the unit the other 0.2 armour is from the apply effect)
But no dice it seems that it only does it as 1 effect so that doesn't work
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There was a flag that was on the unit/weapon/effect that allows you to ignore the armour but still allows you to see it's value.
Does anyone know or remember where it might be?
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@arc000: Go
see my post.
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C:\ProgramData\Blizzard Entertainment\Battle.net\Cache
Use something like spacemonger to narrow down the date modified and in the horde of .S2MA files (which you can use a mpq editor to open)
Then with any luck a more up to date version will be in there, sadly mine is gone T_T".
I've posted a support ticket to see if they have a secret backup they didn't tell anyone about.
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I have a morph where I upgrade a building into a different one which is symbolised with the scale of it.
I want to make it so that each one will visually expand into the next using scales, however when I cancel it refuses to stop the scale and even though I have an event to revert the scale of which it ignores.
So I have a morph that when cancelled will still scale but it shouldn't.
AbliMorph.*.Start Set Scale 1.2 5
Note the 5 will be the same length as the build time whatever that is.
AbliMorph.*.Cancel set scale 1 0.5
I've also tried
Set absolute scale and clear scale.
Clear scale seems to give this error "Cannot clear a prop created and used internally by the system"
Anyone have any advice?
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Thank you Soul, the default movement speed was set at 0.
Glad that working now.
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I've made a custom mod which I plan to dump units into.
However when I put said unit into the map it's refuses to move.
I get the error "unit cannot handle this command"
I even copied the movers and move abilities (and buttons) but no luck I'm sure I've missed something or I hope I have.
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I've reopened the editor after about well maybe 6month to a year an the drop down window that listed actors, units, terrain, etc etc has been replaced with a + that is really annoying to use.
Anyone know how I can revert it to the drop down window?
If anyone needs reminding.
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Has anyone from outside the NA server got a invite?
And it's a bit sad that they are still refusing to even indulge us on the Live lobbies, I mean I hate to point it out but DOTA and all the spin off s(of which they are making one) only exist because of live lobbies.
But keep us posted.
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I believe so but you should be able to tint it using the actor event.
Behaviour.<Cloak?>.on
SetTintColour
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Ah cheers that makes a lot of sense I completely forgot about Galaxy++
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So this is my plan.
Attack -> Add Buff -> (repeat attack till 10) -> (search for nearest house) -> +Lumber for each buff -> Set Buff 0
I had an issue with it not attacking but I fixed through flags.
I now have an issue that the behaviour buff is added to the resource not the unit.
My head hurts. This is more complicated than it should be.
If someone can make a tutorial on how I'd be happy I'm going to give up on it for a while.
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I think you want to put this in the text area, d ref is the reference for the data but you'll need to find out where it comes from (Not found it myself yet).
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Oh I see that make sense.
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@Kueken531: Go
Ok but I dont see any triggers in the trigger editor and if I add one the trigger which I cannot see seems to stop working for the armour system.