As the actor is handled by the Global Configuration type actor I doubt you could have two since one is automatically created on game start. I have not tried using triggers to create a second.
The Blob type actor determines a radius and rate of size change that is added to the global configuration actor for the visual. The actor events for the blob use e_actorMsgSplatEmitterAddBlob actions to add themselves. The ::Scene reference is then used to send actor messages to the global configuration actor.
With Stetmann the blob actors do not link to the power source at all and are just splats which are the same max size as the power field radius created and destroyed by the unit actors for the power source units. You can see that they are unrelated when you place two stetellites quickly in that they need a power source for placement but you can place a second before the visual of the first has fully expanded.
On map initialization hook up GameUI/UIContainer/ConsoleUIContainer/CommandPanel/CommandButton0X (where X is the button number you want)and then save the last created dialog item as a variable.
Have a second trigger with a Dialog Item Is Used trigger for mouse entering the dialog item and a condition that makes sure the used dialog item is that from the variable and if the correct unit is selected (Selected Unit function). This trigger then primes a third trigger that uses a Mouse Clicked event.
You also need a trigger that disables the mouse clicked trigger when leaving the dialog item.
Only way to do that for a Build type ability would be using triggers to hookup the UI element and detect when it is given a right click and then change stuff using catalogs.
So once off mineral boost? Modify player effects can modify the amount of minerals a player has so you could just use a Specialization type ability that uses a Set effect that applies the Modify Player effect and uses an Apply Behavior effect to add a buff stack to regulate how often you can use it.
Text data references can only do integers. You can use triggers to hookup the UI element used for the name and just change the text. You can also attach a text tag to a unit or set the unit info.
I assume this is to also affect newly created units. Best to give units a Buff behaviour with a death response that uses a Modify Player effect to add a stack of an upgrade.
You can make Model type actors and host them on other actors using SOp(Attachment) SOps to determine what attachment point to host them on and then do minor positional changes using SOp(Local Offset) and SOp(Explicit Rotation) SOps.
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No screenshots of the errors?
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As the actor is handled by the Global Configuration type actor I doubt you could have two since one is automatically created on game start. I have not tried using triggers to create a second.
The Blob type actor determines a radius and rate of size change that is added to the global configuration actor for the visual. The actor events for the blob use e_actorMsgSplatEmitterAddBlob actions to add themselves. The ::Scene reference is then used to send actor messages to the global configuration actor.
With Stetmann the blob actors do not link to the power source at all and are just splats which are the same max size as the power field radius created and destroyed by the unit actors for the power source units. You can see that they are unrelated when you place two stetellites quickly in that they need a power source for placement but you can place a second before the visual of the first has fully expanded.
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The Hookup Standard Dialog Item action automatically assumes the GameUI frame. You only need to full path if using Hookup Dialog Item.
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No as it is handled by a global actor. This means only one model choice and one colour at one time for all players.
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Use an Ennumerate Area type validator on the first effect of the ability.
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On map initialization hook up GameUI/UIContainer/ConsoleUIContainer/CommandPanel/CommandButton0X (where X is the button number you want)and then save the last created dialog item as a variable.
Have a second trigger with a Dialog Item Is Used trigger for mouse entering the dialog item and a condition that makes sure the used dialog item is that from the variable and if the correct unit is selected (Selected Unit function). This trigger then primes a third trigger that uses a Mouse Clicked event.
You also need a trigger that disables the mouse clicked trigger when leaving the dialog item.
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A lot of coop stuff is a data/trigger hybrid. There are also many hidden upgrades that are applied to enable abilities.
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Only way to do that for a Build type ability would be using triggers to hookup the UI element and detect when it is given a right click and then change stuff using catalogs.
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Sure it is a build and not a train type ability?
The unit probably has a smart cast ability that toggles a buff that requirements use to show the correct button.
0.947869446962828
So once off mineral boost? Modify player effects can modify the amount of minerals a player has so you could just use a Specialization type ability that uses a Set effect that applies the Modify Player effect and uses an Apply Behavior effect to add a buff stack to regulate how often you can use it.
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Text data references can only do integers. You can use triggers to hookup the UI element used for the name and just change the text. You can also attach a text tag to a unit or set the unit info.
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I was just stating how it works.
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I assume this is to also affect newly created units. Best to give units a Buff behaviour with a death response that uses a Modify Player effect to add a stack of an upgrade.
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Tried adding an At term before the Create actor event action?
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You can make Model type actors and host them on other actors using SOp(Attachment) SOps to determine what attachment point to host them on and then do minor positional changes using SOp(Local Offset) and SOp(Explicit Rotation) SOps.