The author had "In order to change the Zealot's ability from Charge to Blink, I would call: CatalogFieldValueSet (c_gameCatalogUnit, "Zealot", "AbilArray[5].Link, 1, "Blink");" I changed the Zealot to a DarkTemplar.
However, I tried this and I got an error that says "ErrorCatalogFieldNotWritten" Does anyone else have this problem with this trigger?
Oh, I see, that's an idea! but I want it to be on every individual units which is a lot of units. I get what you mean. I have actually done this as well, but this is more of macro management then micro management. I am looking for the latter.
I have found the solution to this. All i needed to do was to make it commandable but under abilities, i take away the move command.
Under the command card, i take everything away besides the abilities i want the unit to have.
Is it possible to make a unit uncommandable but still able to use abilities when the player clicks on its command card.
I tried removing the command card and make it commandable, but the player will still be able to use his mouse to right click to move this unit. This is not what i am aiming for.
What I am aiming for is, making the unit uncommandable by the player, the only thing the player can do to the unit is to use its abilities. While the unit is moving.
Hey, I am trying to get my ghost to auto cast emp on a unit that has 2 unit types, lets say bio and light. If i set the auto casting filters to Bio and Light Required, it doesn't work as the unit needs to have both Bio and Light types.
If the unit has only Bio and not light, it doesn't work. I want it to work as long as the unit has either 1 of them(bio or light). Or even if the unit is Bio - Armored Is there any way to do that? Thanks
Hey, I am facing a weird problem here. My duplicated reaper throws a D-4 charge at a building. However, he only throws it at a single point, but the explosions occur at a different point of the building.
Whereas the original Reaper throws it at multiple points, with explosions happening at the point where it is thrown. Any idea where the problem lies? Thanks
Yea, good idea. Its hard to promote in SEA when its the region with the lowest amount of players (correct me if i am wrong). Tell me when your map is done, i'll be willing to test it for you.
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Sadly, yea. Thanks for the reply. I just assumed that it works since the author provided it and I didn't really read the other posts. My bad there.
Btw, how do you print the contents of the field to show its validity?
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I thought about that as well, so I went to check the DT's ability at the 5th array.
So I am quite sure that this isn't the issue here.
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Hey guys, based on this documentation http://www.sc2mapster.com/forums/resources/tutorials/1250-triggers-catalog-field-value-get-set/,
The author had "In order to change the Zealot's ability from Charge to Blink, I would call: CatalogFieldValueSet (c_gameCatalogUnit, "Zealot", "AbilArray[5].Link, 1, "Blink");" I changed the Zealot to a DarkTemplar.
However, I tried this and I got an error that says "ErrorCatalogFieldNotWritten" Does anyone else have this problem with this trigger?
Thanks
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Did you edit the units? If you have created new weapons/units, some of them may have the invulnerable field under target filters checked.
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Oh, I see, that's an idea! but I want it to be on every individual units which is a lot of units. I get what you mean. I have actually done this as well, but this is more of macro management then micro management. I am looking for the latter.
I have found the solution to this. All i needed to do was to make it commandable but under abilities, i take away the move command.
Under the command card, i take everything away besides the abilities i want the unit to have.
Thanks for the advice.
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Hi all, as the title says.
Is it possible to make a unit uncommandable but still able to use abilities when the player clicks on its command card.
I tried removing the command card and make it commandable, but the player will still be able to use his mouse to right click to move this unit. This is not what i am aiming for.
What I am aiming for is, making the unit uncommandable by the player, the only thing the player can do to the unit is to use its abilities. While the unit is moving.
Thanks
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That worked like a charm, thanks!
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Hey, I am trying to get my ghost to auto cast emp on a unit that has 2 unit types, lets say bio and light. If i set the auto casting filters to Bio and Light Required, it doesn't work as the unit needs to have both Bio and Light types.
If the unit has only Bio and not light, it doesn't work. I want it to work as long as the unit has either 1 of them(bio or light). Or even if the unit is Bio - Armored Is there any way to do that? Thanks
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Check your Unit - Unit +
Make sure its Target
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You need to remove linked cooldowns from each individual weapons also.
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You can use triggers to upgrade your lings
Events Timer - Every 20.0 seconds of Game Time
Local Variables
Conditions
Actions
Tech Tree - Add 1 to Upgrade (upgrade name) This action is called add upgrade level for player
Then define the upgrade at the data editor.
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Hey, I am facing a weird problem here. My duplicated reaper throws a D-4 charge at a building. However, he only throws it at a single point, but the explosions occur at a different point of the building.
Whereas the original Reaper throws it at multiple points, with explosions happening at the point where it is thrown. Any idea where the problem lies? Thanks
0
Yea, good idea. Its hard to promote in SEA when its the region with the lowest amount of players (correct me if i am wrong). Tell me when your map is done, i'll be willing to test it for you.
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Updated details and pictures into profile. Any SEA players here?
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Ah ok, thanks a lot man