At first sight, I would recommand using the cooldown location global. If you know that but dont want to use it, I suggest to put a Search Effect leading to a modify unit effect, that would alter all your own units cooldown related to those abilities.
It is only possible if the Magazine unit is internal, in which case "Outer unit" is the one location to look for. Otherwise, the only method for an external magazine to track its owner would be to have a behavior on it created by the magazine owner, and when it's time to search the caster, you look for the one who gave the behavior as caster required (Unit Compare Behavior Count Validator). Otherwise, there is no method (or maybe unit tracker) that can directly trace it. It is however one of my wishable content request to the dev team.
You can adress a magazine unit with the Iterate Magazine effect. You can return a unit in the magazine with the Load Container effect. Just take note that there is a bug that prevents unit from being Released from Magazine effect if they were put in the Magazine from a Load Container effect. It's a bug that won't be solved until I can reach out to a single employee, when Blizzard Activision will settle their internal mess.
So I have the Crusader's model from that Talon faction (this is like an immortal unit). When it dies, im trying to have a secondary actor create a secondary model of that unit, and it works. I just can't manage to have the turret look at the same place.
Otherwise, I had a work around, I made the unit's death being its own model. It worked, however, Im not so sure how to modify the DeadAnimationMacro or the UnitDeathModel, as It seems I cannot use a timer set event, this either a bug, either it is ignored for reasons I don't know.
I invite you to find the "Digester Creep Spray" ability to see how they did (assuming you have it in your dependency). Most to keep in mind, is to make a dummy unit (invisible) that has a creep behavior. Now there are ways to keep control of that unit, but we can manage that later. There's also the possibiliy of having a create persistent effect use a creep effect, at a target location point, but remember, having a lof of those will lag your map like crazy. So it's up to you, what method would you like ?
I'm trying to see what I can or could do with Data Collection, and since this is new since patch 5.0.0, I haven't been able to use them for upgrades (how should I proceed anyway?), and neither can I use upgrades data as Blizzard suggests, to be called for instead of upgrading fields (meaning you can relate units to the upgrade, so I presume they will all receive the upgrade's bonus if correctly linked).
As much I'd like to know how to proceed, I thought somebody could give me an example, they help me understand better. Unfortunatly, even 5.0.0 patch notes with their "pyramid" and their {} don't give me the slighest clue on how to use it.
Yes, you could simply put a behavior on a relevant unit that expires, leaving a "Modify Player" effect. In that effect you put the upgrades. Also, in case you want this kind of spam (doesn't matter, but if performance you seek), you could put a requirement on that behavior that limits to 1 behavior total, avoiding other same units to spam the Modify Player effect. As I tell still, this is not really needed, as the performance might not even be affected at all.
There are also many other means to do so, depending on what you're willing to use or not.
I know triggers have the "Requirements are Enabled For Player", but this has nothing to do. I want to validate an action based on a requirement, regarding the triggering player. Is that even possible?
Hi, I'm looking to create a button that pops on the screen when an upgrade is on going from a particular unit. I've posted a screenshot of my first attempt, without success. I also tried playing with UI stuff, but im far from good at this stuff. Any help or exemple on how to create it?
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In reply to jinstkebe:
I think the best way to go is also to join the discord, the help will be constant there.
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At first sight, I would recommand using the cooldown location global. If you know that but dont want to use it, I suggest to put a Search Effect leading to a modify unit effect, that would alter all your own units cooldown related to those abilities.
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In reply to professorterrible:
It is only possible if the Magazine unit is internal, in which case "Outer unit" is the one location to look for. Otherwise, the only method for an external magazine to track its owner would be to have a behavior on it created by the magazine owner, and when it's time to search the caster, you look for the one who gave the behavior as caster required (Unit Compare Behavior Count Validator). Otherwise, there is no method (or maybe unit tracker) that can directly trace it. It is however one of my wishable content request to the dev team.
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In reply to professorterrible:
You can adress a magazine unit with the Iterate Magazine effect. You can return a unit in the magazine with the Load Container effect. Just take note that there is a bug that prevents unit from being Released from Magazine effect if they were put in the Magazine from a Load Container effect. It's a bug that won't be solved until I can reach out to a single employee, when Blizzard Activision will settle their internal mess.
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I know what's Reference Set, Reference Set from request, but what about from Msg? How is it different from the others?
(It's an actor event).
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So I have the Crusader's model from that Talon faction (this is like an immortal unit). When it dies, im trying to have a secondary actor create a secondary model of that unit, and it works. I just can't manage to have the turret look at the same place.
Otherwise, I had a work around, I made the unit's death being its own model. It worked, however, Im not so sure how to modify the DeadAnimationMacro or the UnitDeathModel, as It seems I cannot use a timer set event, this either a bug, either it is ignored for reasons I don't know.
Any advice?
0
I invite you to find the "Digester Creep Spray" ability to see how they did (assuming you have it in your dependency). Most to keep in mind, is to make a dummy unit (invisible) that has a creep behavior. Now there are ways to keep control of that unit, but we can manage that later. There's also the possibiliy of having a create persistent effect use a creep effect, at a target location point, but remember, having a lof of those will lag your map like crazy. So it's up to you, what method would you like ?
0
I'm trying to see what I can or could do with Data Collection, and since this is new since patch 5.0.0, I haven't been able to use them for upgrades (how should I proceed anyway?), and neither can I use upgrades data as Blizzard suggests, to be called for instead of upgrading fields (meaning you can relate units to the upgrade, so I presume they will all receive the upgrade's bonus if correctly linked).
As much I'd like to know how to proceed, I thought somebody could give me an example, they help me understand better. Unfortunatly, even 5.0.0 patch notes with their "pyramid" and their {} don't give me the slighest clue on how to use it.
Thanks in advance
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Yes, you could simply put a behavior on a relevant unit that expires, leaving a "Modify Player" effect. In that effect you put the upgrades. Also, in case you want this kind of spam (doesn't matter, but if performance you seek), you could put a requirement on that behavior that limits to 1 behavior total, avoiding other same units to spam the Modify Player effect. As I tell still, this is not really needed, as the performance might not even be affected at all.
There are also many other means to do so, depending on what you're willing to use or not.
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Can anyone help me, I still haven't figured it out.. but it's all explained in the video
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Just had to remove the [ ] on the link ehe (although if you watch it in a month, it might be deleted).
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I tried further more, it's not exactly what I'm looking for but I made a video to show you, if you think it's possible from there !
[https://www.youtube.com/watch?v=fxmgO7FrfHghttps://youtu.be/fxmgO7FrfHg]
I have unlinked the video on this comment, it doesn't seem to work when I try to watch it from here vs Youtube
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I know triggers have the "Requirements are Enabled For Player", but this has nothing to do. I want to validate an action based on a requirement, regarding the triggering player. Is that even possible?
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In reply to willjay84:
Yes, success yet, I've advanced, but it's still not functional, great help still! See what I get now is on the first screenshot now.
On the second screenshot is the update of my triggers.
My actual problem is that yes, the button is created, but I'd like the icon of the current progressing upgrade to show up in that button.
Can you help me out with that part?
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Hi, I'm looking to create a button that pops on the screen when an upgrade is on going from a particular unit. I've posted a screenshot of my first attempt, without success. I also tried playing with UI stuff, but im far from good at this stuff. Any help or exemple on how to create it?