Pretty sure it is in the Allied Commanders mod by Blizzard, but however, I think that all Stetmann and Mengsk data have been set to Blizzard only, which means we can't open it and that it won't show up in our editor.
As for Starcoop, it has been set to a standard dependency (before Stetmann), which means there will not be further updates for that dependency by Blizzard and that implies that it is short of Stetmann and Mengsk too.
I think Blizzard is putting a brake on all the coop mods that exist, probably because there are lesser people playing coop and that there might be competition in that there are other coop mod alternatives.
In regard to Coop dependencies, there is one standard dependency -Coop mission (which does not include certain Stetmann and Mengsk data) and another under other dependency - Allied Commanders by Blizzard (which includes all data but is constantly being updated, in other words, choosing this dependency will mess up your data especially when Blizzard makes a patch update with new commanders).
There is no need to consolidate mods or add additional mods in between. You only have to select the Allied Commanders mod by Blizzard and you have all the latest data including Mengsk and Stetmann commanders. As to why your spawn starting units did not work, perhaps you did not create for example - Terran Mengsk melee starting units action and link it with your initialization trigger. I will give you a sample of my old Faction wars project and perhaps, you can get the idea on how to set up the triggers if it is becoming an issue to you.
At the mean time, I have just completed my Faction Wars mod entitled Faction Wars COOP Melee PvP and available only in the Americas region, whereby in the said project, I have turned each commander into sub-races or factions with additional campaign units and abilities for each faction. Do take a look if you are interested and let me know your opinion about the said mod.
Welcome to Mapster. In regard to your question, I've made a demo map below.
What this map demonstrates is that when you hit the command center with your marines and once the command center's life drops to half of its maximum value, it will change ownership to player 1 and spawns a marine each 30 seconds for 10 rounds.
I hope that this will answer the said request, and if you do have further queries, feel free to ask. Thanks.
The StarFighter can now morph in between three modes:- Fighter mode, Strafe mode and Assault mode thanks to the ValidateMorphFrom validator term. Added the map in my Morphing Assets project -https://www.sc2mapster.com/projects/morphing-assets. For anyone interested, do have a look into it.
Below is a simple tutorial on how to reference an actor from another actor via actor events or even triggers.
1. Referencing actor from unit actor with triggers via string or Actor ID.
Example Usage
Create a trigger with the following and place a few Oracles as well as some enemy Siege tanks in your map.
Event: Any Unit has Revealed change Create
Actions: Send message "SetTintColor 255,0,0" to actor (Actor connected to (Actor for (Triggering Unit) via reference "OracleRevelationBehaviorModel")
Do note that the "OracleRevelationBehaviorModel" string is based on the Actor ID.
Next, go to your map and use the Oracle's Revelation ability to reveal the enemy siege tanks. You will notice that the blue reveal model above the tanks now becomes red.
2. Referencing actor from unit actor with triggers via global system referencing.
Do note that a global actor can only be used to reference one actor at a given time.
Example Usage
Place a few Oracles as well as some enemy Siege tanks as in Example 1 in the above.
Next, go to the Oracle Revelation Behavior Model Actor, and under Actor Events, add in the following:-
Actor Creation
-> RefSet ::global.revelationtest ::Self
Refer to the second attachment as below.
Then, create a trigger with the following:-
Event: Any Unit has Revealed change Create
Actions: Send message "SetTintColor 255,0,0" to actor (Actor connected to (Actor for (Triggering Unit) via reference "::global.revelationtest")
Go to your map and use the Oracle's Revelation ability to reveal the enemy siege tanks. You will then realize that there is only one blue reveal model above the siege tanks that becomes red. This shows that global reference will only reference one actor at a time.
3. Referencing actor from actor via target referencing.
Example Usage
Place a few Tempests in your map. Then go to the Tempest's Unit Actor and under Actor Events, add in the following:-
Actor Creation
-> Target:StormSphereAttachment
-> SetTintColor 255,0,0
Refer to the fourth attachment as below.
You will notice that the Tempests' blue sphere model now turns red.
4. Referencing actor from actor via signal.
Example Usage
Place a few Bunkers in your map. Then go to the Bunker's Unit Actor and under Actor Events, add in the following:-
Actor Creation
-> Target:OracleRevelationBehaviorModel
-> Signal Revelation
Refer to the sixth attachment as below.
Then, go to the Oracle Revelation Behavior Model Actor and under Actor Events, add in the following:-
Signal.*.Revelation
-> Create
You will notice that a blue reveal model is attached to the bunkers' overhead as shown.
Conclusion
With the 4 examples as given, I do hope that this simple tutorial will at least help those who still struggle at this topic.
Yes, sure. You can change the model assets under the model name -> 2testmodel and 1testmodel to change the appearance of the top bar in any way as you wish.
Welcome to the SC2Mapster community. With regard to your request on the Coop Commanders Top Bar UI, do have a look at DrSuperEvil's Global Calldown customized top bar UI which draws similarities with the ones from Coop albeit some minor concept differences. The link as below:
Example usage for Point 7 in the first post above :-
Create a trigger with the following and place a few Tempests in your map:-
Event : Any Unit Enters (Entire Map)
Condition : (Unit Type of (Triggering Unit)) == Tempest
Actions : Send message "SetTintColor 255,0,0" to actor (Return Actor Ref "StormSphereAttachment" from Triggering Unit Actor)
You will notice that the Tempest's blue sphere weapon now turns red.
Another Example Usage of Point 7 in the above:-
Create a trigger with the following and place a few Oracles as well as some enemy Siege Tanks in your map:-
Event : Any Unit has Revealed change Create
Actions : Send message "SetTintColor 255,0,0" to actor (Return Actor Ref "OracleRevelationBehaviorModel" from Triggering Unit Actor)
Next, go to your map and use the Oracle's Revelation ability to reveal the enemy Siege Tanks. You will notice that the blue reveal model above the tanks now becomes red.
Hope that these 2 examples as stated will be of great use to anyone who has troubles linking an attached actor to the triggering Unit Actor as shown. Thanks.
1. Only returns the owner of the first unit in a unit group
Hi, it works on my map as attached regardless of the unit index in the unit group. See the trigger -> Squadron Strike Cooldown Reset under the File Bomber Precision Strike in the map as attached. Also, use the Squadron Strike Ability from the Orbital Command and see that the strike platform group cooldown works as intended for player 1 (Owner of the Strike Platform Unit Group).
Did you save the Unit Group Variable (Global) as a string in the Save Unit Group in the Data Table action?, then use it as a parameter for the Function?.
Below are some of the custom functions which I think might be helpful. I do hope that others will also post in this thread if they do find any other useful functions.
1. Owner of Unit Group
Options : Functions
Return Type : Integer
Parameter : -> Unit Group = (Name from the Global data table)
Hint Text : Used in Conjunction with Save Unit Group in the data table. Returns the Owner of the Unit Group.
Action :
Unit Group - Pick Each Unit in Unit Group[Parameter] and do Actions
-> Actions
General - Return (Owner of (Picked Unit))
General - Return 0
2. Get Unit Closest to Unit Group with less than Distance
Options : Function
Return Type : Unit
Parameters : Unit = Triggering Unit
Unit Group = Empty Unit Group
Distance = 0.0
Hint : This function addresses the Unit from Unit Group that is closest to the triggering unit/main unit with distance of
less than.
Actions :-
If then Else Conditions
If
-> Distance between (Position of Unit [Parameter]) and Position of (Closest Unit to (Position of Unit [Parameter]) in
Unit Group [Parameter]))) <Distance [Parameter]
Then
-> Return (Closest Unit to (Position of Unit [Parameter]) in Unit Group [Parameter])
-> Return No Unit [Preset]
3. Get Created Unit/Magazine Unit from Arm Magazine Ability
Options : Function
Return Type : Unit
Parameters : Ability = No Game Link
Hint : This function addresses the created unit from the arm magazine ability.
Used in conjunction with Unit Is Created event.
Actions:-
If Then Else Conditions
If
-> (Ability that created unit) == Ability [Parameter]
Then
-> Return (Created unit)
-> Return No Unit [Preset]
4. Get Magazine Ammo Unit from Unit Effect
Options : Function
Return Type : Unit
Hint : This function addresses the magazine unit from unit.
Used in conjunction with Effect Used event.
Actions:-
Return (Triggering Effect Unit(Target))
5. Return Search Area Effect From Unit On Straight Line Points
Options : Action
Return Type : None
Parameters :
-> Effect = No Game Link
-> Unit = No Unit
-> Point = No Point
Grammar Text : Return Search Area Effect (Effect) From Unit (Unit) To Point (Point)
Local Variables :
-> Points Array = ((Position of Unit) offset by 500.0 towards (Angle from (Position of Unit) to Point) degrees) <Point[125]>
-> i = 0
Actions :
General - For Each Integer i from 1 to 125 with increment 1, do (Actions)
Actions
Variable - Set Points Array[i] = ((Position of Unit) offset by (i * 4.0) towards (Angle from (Position of Unit) to Point) degrees)
Environment - Execute Effect at Points Array[i] from Unit
6. Return Actor Ref from Unit Actor
Options : Function
Return Type : Actor
Parameters :
-> Actor ID = ""<string>
-> Unit Type = No Game Link <Game Link-Unit>
Grammar Text : Return Actor Ref Actor ID from Unit Actor Unit Type
Hint Text : Links the Actor Reference from the Unit Actor and used in conjunction with the Unit Enters Region event and the Send Actor Message action.
Actions :
If Then Else Conditions
If
-> (Unit Type of (Triggering Unit)) == Unit Type
Then
-> General - Return (Actor connected to (Actor for (Triggering Unit) via reference Actor ID)
-> Return No Actor
7. Return Actor Ref from Triggering Unit Actor
Options : Function
Return Type : Actor
Parameters :
-> Actor ID = ""<string>
Grammar Text : Return Actor Ref Actor ID from Triggering Unit Actor
Hint Text : Links the Actor Reference from the Triggering Unit Actor and used in conjunction with the Unit Enters Region event and the Send Actor Message action. Use this when you already have a condition Unit Type of (Triggering Unit) in the trigger.
Actions :
General - Return (Actor connected to (Actor for (Triggering Unit) via reference Actor ID)
0
Hi there,
Pretty sure it is in the Allied Commanders mod by Blizzard, but however, I think that all Stetmann and Mengsk data have been set to Blizzard only, which means we can't open it and that it won't show up in our editor.
As for Starcoop, it has been set to a standard dependency (before Stetmann), which means there will not be further updates for that dependency by Blizzard and that implies that it is short of Stetmann and Mengsk too.
I think Blizzard is putting a brake on all the coop mods that exist, probably because there are lesser people playing coop and that there might be competition in that there are other coop mod alternatives.
0
Hi there,
In regard to Coop dependencies, there is one standard dependency - Coop mission (which does not include certain Stetmann and Mengsk data) and another under other dependency - Allied Commanders by Blizzard (which includes all data but is constantly being updated, in other words, choosing this dependency will mess up your data especially when Blizzard makes a patch update with new commanders).
There is no need to consolidate mods or add additional mods in between. You only have to select the Allied Commanders mod by Blizzard and you have all the latest data including Mengsk and Stetmann commanders. As to why your spawn starting units did not work, perhaps you did not create for example - Terran Mengsk melee starting units action and link it with your initialization trigger. I will give you a sample of my old Faction wars project and perhaps, you can get the idea on how to set up the triggers if it is becoming an issue to you.
The link as below :-
https://www.sc2mapster.com/projects/faction-wars-pvp-extended
At the mean time, I have just completed my Faction Wars mod entitled Faction Wars COOP Melee PvP and available only in the Americas region, whereby in the said project, I have turned each commander into sub-races or factions with additional campaign units and abilities for each faction. Do take a look if you are interested and let me know your opinion about the said mod.
Lastly, thanks.
0
Hi, there,
Welcome to Mapster. In regard to your question, I've made a demo map below.
What this map demonstrates is that when you hit the command center with your marines and once the command center's life drops to half of its maximum value, it will change ownership to player 1 and spawns a marine each 30 seconds for 10 rounds.
I hope that this will answer the said request, and if you do have further queries, feel free to ask. Thanks.
0
Hi, guys,
The below is a simple tutorial on how to create a missile ability with physics impact on unit death.
Models Tab
1. Blaster Cannon Missile
Parent: Missile
Set Model -> WraithLaserMissile.m3
2. Blaster Cannon Beam
Parent: Persistent Spell
Set Model -> Liberator_GroundCannon.m3
3. Blaster Cannon Attack Impact
Parent: Impact
Set Model -> Liberator_GroundCannon_Impact.m3
Units Tab
1. Blaster Cannon Weapon
Parent: Default Settings (Unit)
Object Type: Projectile
Set Movement:Mover -> Liberator AG Missile
Effects Tab
1. Blaster Cannon Damage
Effect Type: Damage
Amount: 75
Death: Fire
Effect:Kind -> Ranged
Effect:Visibility -> Visible
Target:Impact Location -> Target Unit
2. Blaster Cannon LM
Effect Type: Launch Missile
Set Impact Effect -> Blaster Cannon Damage
Set Ammo Unit -> Blaster Cannon Weapon
3. Blaster Cannon Targeting Dummy
Effect Type: Set
Actors Tab
1. Blaster Cannon Missile
Actor Type: Missile
Parent: GenericAttackMissile
Set Model -> Blaster Cannon Missile
Set Unit Name -> Blaster Cannon Weapon
Set Scale -> X: 2.5 Y:2.5 Z:2.5
2. Blaster Cannon Holding Site
Actor Type: Site
Parent: CActorSite
3. Blaster Cannon Beam
Actor Type: Beam (Simple)
Parent: Beam Simple Animation Style One Shot
Add Event:Events+
Effect.BlasterCannonLM.Start
-> At Caster
Create
Effect.BlasterCannonDamage.Start
-> At Target
Create BlasterCannonHoldingSite
Effect.BlasterCannonDamage.Start
RefSet ::HostImpact BlasterCannonHoldingSite
Set Hosting: Host Launch Site Ops -> SOpAttachWeapon
4. Blaster Cannon Attack
Actor Type: Action
Parent: Generic Attack
Add Event:Events+
Effect.BlasterCannonDamage.Start
-> From EffectTreeDescendant
ActionImpact
Effect.BlasterCannonDamage.Stop
-> From EffectTreeDescendant
ActionImpactPhysics
Effect.BlasterCannonLM.Start
-> At Caster
Create
Set Impact Effect -> Blaster Cannon Damage
Set Launch Effect -> Blaster Cannon LM
Set Art:Beam -> Blaster Cannon Beam
Set Art:Missile -> Blaster Cannon Missile
Set Art:Shield Flash Type -> Full
Action Flags -> Tick Launch Force Site
Set Beam Scope -> Caster
Set Impact Map+
Model: Blaster Cannon Attack Impact
Sound: Liberator_AG_Launch_Impact
Set Launch Assets+
Sound: Liberator_AG_Launch
Impact Physics:
Index:0
Attack Model Variation: -1
Match Keys: Basic
Name: RailgunImpact
Physics: Railgun Attack Death Force
Buttons Tab
1. Blaster Cannon Targeting
Set Icon -> btn-ability-terran-detectionconedebuff.dds
2. Blaster Missile
Set Icon -> btn-ability-terran-detectionconedebuff.dds
Abilities Tab
1. Blaster Missile
Ability Type: Effect-Target
Set Default Button: Blaster Missile
Set Target Filters: Excluded -> Air, Dead, Hidden, Invulnerable, Missile, Stasis, Structure
Required -> Ground, Visible
Check Enemy
Set Range -> 11
Set Effect -> Blaster Cannon LM
2. Blaster Cannon Targeting Dummy
Ability Type: Effect-Target
Set Default Button: Blaster Cannon Targeting
Set Target Filters: Excluded -> Air, Dead, Hidden, Invulnerable, Missile, Stasis, Structure
Required -> Ground, Visible
Check Enemy
Set Range -> 11
Set Effect -> Blaster Cannon Targeting Dummy
Set Vitals -> 25 Energy
Actors Tab
1. Actor Unit for Ghost
Add Event:Events+
Abil.BlasterCannonTargetingDummy.SourceCastStart
AnimPlay Rearm Spell,A
AnimDone
-> AnimName Rearm
AnimClear Rearm
Units Tab
1. Ghost
Abilities : Add Blaster Missile & Blaster Cannon Targeting Dummy abilities, then add the Blaster Cannon Targeting
Command Card and put the Blaster Cannon Targeting Dummy ability for the Command Card.
Triggers Tab
1. Create a New Trigger -> Blaster Cannon Targeting Dummy
Event: Any Player uses Effect Blaster Cannon Targeting Dummy
Local Variable: Player = (Triggering Player)<Integer>
Actions:
Wait 0.6 Game Time Seconds
Order (Triggering Effect Unit(Caster)) to ( Blaster Missile targeting (Triggering Effect Unit(Target)))
Finally, add a Ghost in your map and put some SCVs along in your map to test the Physics Impact from the missile ability.
Attached a Demo map for further clarification. The end result as shown in the link below.
https://streamable.com/a0ebu
Thanks.
0
[Update]
The StarFighter can now morph in between three modes:- Fighter mode, Strafe mode and Assault mode thanks to the ValidateMorphFrom validator term. Added the map in my Morphing Assets project -https://www.sc2mapster.com/projects/morphing-assets. For anyone interested, do have a look into it.
0
The sixth to last attachment for Point 4 in the first post above as attached.
0
Hi, guys,
Below is a simple tutorial on how to reference an actor from another actor via actor events or even triggers.
1. Referencing actor from unit actor with triggers via string or Actor ID.
Example Usage
Create a trigger with the following and place a few Oracles as well as some enemy Siege tanks in your map.
Event: Any Unit has Revealed change Create
Actions: Send message "SetTintColor 255,0,0" to actor (Actor connected to (Actor for (Triggering Unit) via reference "OracleRevelationBehaviorModel")
Do note that the "OracleRevelationBehaviorModel" string is based on the Actor ID.
Next, go to your map and use the Oracle's Revelation ability to reveal the enemy siege tanks. You will notice that the blue reveal model above the tanks now becomes red.
2. Referencing actor from unit actor with triggers via global system referencing.
Do note that a global actor can only be used to reference one actor at a given time.
Example Usage
Place a few Oracles as well as some enemy Siege tanks as in Example 1 in the above.
Next, go to the Oracle Revelation Behavior Model Actor, and under Actor Events, add in the following:-
Actor Creation
-> RefSet ::global.revelationtest ::Self
Refer to the second attachment as below.
Then, create a trigger with the following:-
Event: Any Unit has Revealed change Create
Actions: Send message "SetTintColor 255,0,0" to actor (Actor connected to (Actor for (Triggering Unit) via reference "::global.revelationtest")
Go to your map and use the Oracle's Revelation ability to reveal the enemy siege tanks. You will then realize that there is only one blue reveal model above the siege tanks that becomes red. This shows that global reference will only reference one actor at a time.
3. Referencing actor from actor via target referencing.
Example Usage
Place a few Tempests in your map. Then go to the Tempest's Unit Actor and under Actor Events, add in the following:-
Actor Creation
-> Target:StormSphereAttachment
-> SetTintColor 255,0,0
Refer to the fourth attachment as below.
You will notice that the Tempests' blue sphere model now turns red.
4. Referencing actor from actor via signal.
Example Usage
Place a few Bunkers in your map. Then go to the Bunker's Unit Actor and under Actor Events, add in the following:-
Actor Creation
-> Target:OracleRevelationBehaviorModel
-> Signal Revelation
Refer to the sixth attachment as below.
Then, go to the Oracle Revelation Behavior Model Actor and under Actor Events, add in the following:-
Signal.*.Revelation
-> Create
You will notice that a blue reveal model is attached to the bunkers' overhead as shown.
Conclusion
With the 4 examples as given, I do hope that this simple tutorial will at least help those who still struggle at this topic.
Lastly, thanks.
0
Yes, sure. You can change the model assets under the model name -> 2testmodel and 1testmodel to change the appearance of the top bar in any way as you wish.
0
Hi,
Welcome to the SC2Mapster community. With regard to your request on the Coop Commanders Top Bar UI, do have a look at DrSuperEvil's Global Calldown customized top bar UI which draws similarities with the ones from Coop albeit some minor concept differences. The link as below:
https://www.sc2mapster.com/projects/the-assets-of-evil/files/2497486
Thanks.
0
Updated.
Example usage for Point 7 in the first post above :-
Create a trigger with the following and place a few Tempests in your map:-
Event : Any Unit Enters (Entire Map)
Condition : (Unit Type of (Triggering Unit)) == Tempest
Actions : Send message "SetTintColor 255,0,0" to actor (Return Actor Ref "StormSphereAttachment" from Triggering Unit Actor)
You will notice that the Tempest's blue sphere weapon now turns red.
Another Example Usage of Point 7 in the above:-
Create a trigger with the following and place a few Oracles as well as some enemy Siege Tanks in your map:-
Event : Any Unit has Revealed change Create
Actions : Send message "SetTintColor 255,0,0" to actor (Return Actor Ref "OracleRevelationBehaviorModel" from Triggering Unit Actor)
Next, go to your map and use the Oracle's Revelation ability to reveal the enemy Siege Tanks. You will notice that the blue reveal model above the tanks now becomes red.
Hope that these 2 examples as stated will be of great use to anyone who has troubles linking an attached actor to the triggering Unit Actor as shown. Thanks.
0
Hi, it works on my map as attached regardless of the unit index in the unit group. See the trigger -> Squadron Strike Cooldown Reset under the File Bomber Precision Strike in the map as attached. Also, use the Squadron Strike Ability from the Orbital Command and see that the strike platform group cooldown works as intended for player 1 (Owner of the Strike Platform Unit Group).
Did you save the Unit Group Variable (Global) as a string in the Save Unit Group in the Data Table action?, then use it as a parameter for the Function?.
Yes. That is working as intended.
0
Hi, guys,
Below are some of the custom functions which I think might be helpful. I do hope that others will also post in this thread if they do find any other useful functions.
1. Owner of Unit Group
Options : Functions
Return Type : Integer
Parameter : -> Unit Group = (Name from the Global data table)
Hint Text : Used in Conjunction with Save Unit Group in the data table. Returns the Owner of the Unit Group.
Action :
Unit Group - Pick Each Unit in Unit Group[Parameter] and do Actions
-> Actions
General - Return (Owner of (Picked Unit))
General - Return 0
2. Get Unit Closest to Unit Group with less than Distance
Options : Function
Return Type : Unit
Parameters : Unit = Triggering Unit
Unit Group = Empty Unit Group
Distance = 0.0
Hint : This function addresses the Unit from Unit Group that is closest to the triggering unit/main unit with distance of
less than.
Actions :-
If then Else Conditions
If
-> Distance between (Position of Unit [Parameter]) and Position of (Closest Unit to (Position of Unit [Parameter]) in
Unit Group [Parameter]))) < Distance [Parameter]
Then
-> Return (Closest Unit to (Position of Unit [Parameter]) in Unit Group [Parameter])
-> Return No Unit [Preset]
3. Get Created Unit/Magazine Unit from Arm Magazine Ability
Options : Function
Return Type : Unit
Parameters : Ability = No Game Link
Hint : This function addresses the created unit from the arm magazine ability.
Used in conjunction with Unit Is Created event.
Actions:-
If Then Else Conditions
If
-> (Ability that created unit) == Ability [Parameter]
Then
-> Return (Created unit)
-> Return No Unit [Preset]
4. Get Magazine Ammo Unit from Unit Effect
Options : Function
Return Type : Unit
Hint : This function addresses the magazine unit from unit.
Used in conjunction with Effect Used event.
Actions:-
Return (Triggering Effect Unit(Target))
5. Return Search Area Effect From Unit On Straight Line Points
Options : Action
Return Type : None
Parameters :
-> Effect = No Game Link
-> Unit = No Unit
-> Point = No Point
Grammar Text : Return Search Area Effect (Effect) From Unit (Unit) To Point (Point)
Local Variables :
-> Points Array = ((Position of Unit) offset by 500.0 towards (Angle from (Position of Unit) to Point) degrees) <Point[125]>
-> i = 0
Actions :
General - For Each Integer i from 1 to 125 with increment 1, do (Actions)
Actions
Variable - Set Points Array[i] = ((Position of Unit) offset by (i * 4.0) towards (Angle from (Position of Unit) to Point) degrees)
Environment - Execute Effect at Points Array[i] from Unit
6. Return Actor Ref from Unit Actor
Options : Function
Return Type : Actor
Parameters :
-> Actor ID = ""<string>
-> Unit Type = No Game Link <Game Link-Unit>
Grammar Text : Return Actor Ref Actor ID from Unit Actor Unit Type
Hint Text : Links the Actor Reference from the Unit Actor and used in conjunction with the Unit Enters Region event and the Send Actor Message action.
Actions :
If Then Else Conditions
If
-> (Unit Type of (Triggering Unit)) == Unit Type
Then
-> General - Return (Actor connected to (Actor for (Triggering Unit) via reference Actor ID)
-> Return No Actor
7. Return Actor Ref from Triggering Unit Actor
Options : Function
Return Type : Actor
Parameters :
-> Actor ID = ""<string>
Grammar Text : Return Actor Ref Actor ID from Triggering Unit Actor
Hint Text : Links the Actor Reference from the Triggering Unit Actor and used in conjunction with the Unit Enters Region event and the Send Actor Message action. Use this when you already have a condition Unit Type of (Triggering Unit) in the trigger.
Actions :
General - Return (Actor connected to (Actor for (Triggering Unit) via reference Actor ID)
Thanks.
0
In reply to g79nukedpenguin:
Hi,
Please try Scan and Repair in the Battle.Net Launcher. It will fix corrupted files or patches.
Patch 4.9.3 addressed the Swarm and LOTV dependencies issue, so it shouldn't be a problem.
0
One more question,
I just added a project and it stated that it was under review. Roughly, how long is the review process?
A bit curious to know.
Thanks.
0
In reply to bilxor:
Hi, William here,
If you have troubles loading Swarm and LOTV dependencies, I suggest that you try Scan and Repair.
Patch 4.9.3 addressed the Swarm and LOTV dependencies log-in issues.
Thanks.