3) In behaviors: modification -> behaviors tab, there is a "state flags" category, which has "suppress drop off", i don't know if that will work, i've never used it but worth a try. http://prntscr.com/ieuz1g If not, you can try using validators that check if the worker can return cargo at the building depending on if the target building has the behavior. Another solution could be to make the behavior apply a "Modify Player" that disables the dropoff unit from being a dropoff point for certain resources when its created, and apply a modify player that allows the dropoff unit to be a dropoff point for certain resources when its removed if you want it to be timed.
4) This can also be changed with a "modify player" effect, however a warning for both, it effects ALL of the said units of the type for that player
I know there is, im just not entirely sure how to do it. Try looking at how the adept phase ability works? it might have something similar to what you are looking for. DrSuperEvil will probably come in here in a few hours and teach us all anyway
You could try using Behaviors that are hidden from default UI so that people cant see them. Then you could use a validator that compares unit behavior count. Note, this wont work if u want different markers for each individual unit that uses the ability. You could use different behaviors for different abilities though.
First off, sorry if this has been posted somewhere, i used the search extensively and couldnt find anything.
I was looking through some old custom warcraft assets (models and textures), and I tried to import some to mess around with them, and none of the textures will apply. (Note, i have over 100 textures/models working on a different map, i know how to import them). I looked at the import paths, and it is "/Mm_Ogrmr_Trim_02.dds" (for each individual texture). I've tried them in Assets/Textures, root, in their own subfolder with the same name, in a subfolder with the name of the model, none of it works, so i have no idea what the correct path is supposed to be. I've also tried using dependencies to load it from out of the file, doesnt work either. The example map for the assets is having the same issue, im assuming it was a update in the editor that created the problem, solutions? (i really dont want to have to turn them into textures and texture swap every single one, theres like 10 for each model)
3. In the Actor, there is a "Animation:Baselines" field, where there are 2 index's (Stand and Walk). Put the walk animation in the Walk index.
4. I have not done this, but there is a "Set Facing" message in the Actor's Event field. It might work if turnable flag is on.
5. In the Unit, there is a field called "Behavior: Resource Drop Off" where you can specify what resources can be dropped off there (You might need to turn on the "Town Hall" flag).
nvm tested it and is not working fully, gonna fix and post again
Ok, make an ability that applies a behavior to the Adept, the behavior should last .125 seconds and do nothing. Make a new validator that targets the caster of "Adept - Phase Shift CU"(the effect to create the clone), and checks for the behavior you created.
Add a behavior to the clone that lasts slightly longer than the "Adept Phase Shift Timer" (which when the phase shift timer expires, the teleport starts). Set the final effect to "Adept - Phase Shift Teleport Set". Leave the expire effect empty. Add the validator you made earlier to the behavior as a remove validator.
Lastly, add the validator you made initially to the "Adept Phase Shift Timer" behavior's remove validator.
if nothing else, depending on how many abilities the marine can have, you could make 2 of each, 1 with reduced CD, the other without, and have a validator that checks for a buff you give the unit for him to use the reduced cooldown one.
0.961156278229449
In reply to sc2ggamer:
If not, you can try using validators that check if the worker can return cargo at the building depending on if the target building has the behavior.
Another solution could be to make the behavior apply a "Modify Player" that disables the dropoff unit from being a dropoff point for certain resources when its created, and apply a modify player that allows the dropoff unit to be a dropoff point for certain resources when its removed if you want it to be timed.
4) This can also be changed with a "modify player" effect, however a warning for both, it effects ALL of the said units of the type for that player
0
I know there is, im just not entirely sure how to do it. Try looking at how the adept phase ability works? it might have something similar to what you are looking for. DrSuperEvil will probably come in here in a few hours and teach us all anyway
0
You could try using Behaviors that are hidden from default UI so that people cant see them. Then you could use a validator that compares unit behavior count. Note, this wont work if u want different markers for each individual unit that uses the ability. You could use different behaviors for different abilities though.
0
No, that would effect every unit of the same type, ie when a marine gets the +10 health shield upgrade
0
solid :) hmu if theres anything else you might need!
0
Looks really good! how many unit types are you trying to make it effect? if its a relatively low amount you could use validators
0
Yessir, http://prntscr.com/i54401
0.962679425837321
i tried :shrug:, if you spawn the units with triggers, there is one that you can specify their facing while creating it.
0
First off, sorry if this has been posted somewhere, i used the search extensively and couldnt find anything.
I was looking through some old custom warcraft assets (models and textures), and I tried to import some to mess around with them, and none of the textures will apply. (Note, i have over 100 textures/models working on a different map, i know how to import them). I looked at the import paths, and it is "/Mm_Ogrmr_Trim_02.dds" (for each individual texture). I've tried them in Assets/Textures, root, in their own subfolder with the same name, in a subfolder with the name of the model, none of it works, so i have no idea what the correct path is supposed to be. I've also tried using dependencies to load it from out of the file, doesnt work either. The example map for the assets is having the same issue, im assuming it was a update in the editor that created the problem, solutions? (i really dont want to have to turn them into textures and texture swap every single one, theres like 10 for each model)
files: https://www.sc2mapster.com/projects/conveted-wmos-wow-buildings
screenshots:
https://prnt.sc/i49nf2
https://prnt.sc/i49mwv
https://prnt.sc/i49ntx
Also, the editor sees that the textures are there, and are in the right place, its just not applying it to the model.
http://prntscr.com/i4kn1k
0.962607861936721
3. In the Actor, there is a "Animation:Baselines" field, where there are 2 index's (Stand and Walk). Put the walk animation in the Walk index.
4. I have not done this, but there is a "Set Facing" message in the Actor's Event field. It might work if turnable flag is on.
5. In the Unit, there is a field called "Behavior: Resource Drop Off" where you can specify what resources can be dropped off there (You might need to turn on the "Town Hall" flag).
0
Glad i could help!
0.96231884057971
nvm tested it and is not working fully, gonna fix and post againOk, make an ability that applies a behavior to the Adept, the behavior should last .125 seconds and do nothing. Make a new validator that targets the caster of "Adept - Phase Shift CU"(the effect to create the clone), and checks for the behavior you created.
Add a behavior to the clone that lasts slightly longer than the "Adept Phase Shift Timer" (which when the phase shift timer expires, the teleport starts). Set the final effect to "Adept - Phase Shift Teleport Set". Leave the expire effect empty. Add the validator you made earlier to the behavior as a remove validator.
Lastly, add the validator you made initially to the "Adept Phase Shift Timer" behavior's remove validator.
0
are you opposed to triggers? modify unit effects arent my forte, if you want to use data then Dr Evil will help you better than i could
0
if nothing else, depending on how many abilities the marine can have, you could make 2 of each, 1 with reduced CD, the other without, and have a validator that checks for a buff you give the unit for him to use the reduced cooldown one.