Hey! Have lil problem. I've found some useful doodads for my map (Terrokar trees, Zangramarsh mushrooms) and exported them as *.m3... but can't import into 3dmax with last version of m3-importer. It says like "not item found". So, is it possible?
When beam attached it adds buff on target, also added validator to check this buff... but beams still stacks on unit. And main problem - if healing unit dies it destroys all beams of all other healing units... why?
2Slypoos
Enum area effect has filter on units which already under beam: Exclude MyPersistentName;Target
Ok. My unit must heal 3 (this amount can be changed in the game) closest units by medivac beams. So what I'm doing:
1. Create unit;
2. Add behavior to my unit. This behavior constant and makes periodic search of closest units for heal;
3. Create search area effect that enum maximal 3 filtered units in the X range and add persistant effect (look at 4 row);
4. Create persistent effect that lives while my haling unit alive and it deals periodic heals with periodic validators;
5. Create impact point actor with events:
Effect.MyPersistent.Start -> At target -> Create
Ref -> ::global.MyNameImpact :: Self
Effect.MyPersistent.Stop -> At target -> Destroy
6. Create launch point actor with events:
Effect.MyPersistent.Start -> At caster -> Create
Ref -> ::global.MyNameLaunch :: Self
Effect.MyPersistent.Stop -> At caster -> Destroy
7. Create beam that use my impact and launch points...
Ok... beam creating without problems... BUT! It creates on more than 3 units. Also if I have more than 1 healing unit and it dies then all beams of other healing units also destroying.
I've unit with behavior that search closest allied units and heal them. Heal effect - like medivac beam. BUT! It creates super amount of beams, not one per healing unit (i wana 1 - per unit). Beam actor has been created like medivac - impact point, launch point and beam, which using this points. This 3 actors creates with persistent effect - impact at target, launch at caster, beam without any termins.
Model size min 1.2, 1.2, 1.2; max 1.2, 1.2, 1.2
Equipment one for all heroes... model in equpment window auto generates by sc2 (I don't change model field in the equipment data - it empty). And, I don't wana creates equipment for each hero with model.
Ok... next problem. When I press equipment button (marked as red round in the picture) it shows Heros equipment window. If I select other unit and after select my Hero again - the equipment window will closed. Is it possible to save equipment widow opened if it was opened, and save it closed if it was closed.
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Ok... can't found this doodads in the actors list... but... Blizzard has successfully removed it in some melee maps
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Not work anyway =(
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@Pshyched: Go Ok. I'll check this at home, but in wc3 was action like ShowPlayerInScoreBoard(player, bool)... forgot true name
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Thread not about leaderboar.. it about win/defeat score board...
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Ok. I've shakuras black cliff (not natural). This cliff have models (columns), esp. on ramps. Is it possible to remove them.
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Which action allows to remove required player from score board at the end of game. Can]t find it.
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Hey! Have lil problem. I've found some useful doodads for my map (Terrokar trees, Zangramarsh mushrooms) and exported them as *.m3... but can't import into 3dmax with last version of m3-importer. It says like "not item found". So, is it possible?
0
Used ::global as Blizzard used it with Medivacs... hmm may be easy way to create beam - use Action Actor? Question - how if can do?
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So why Medivac beams not use ActorOrphan and use Destroy at Effect stop, and as result don't kill each other?
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When beam attached it adds buff on target, also added validator to check this buff... but beams still stacks on unit. And main problem - if healing unit dies it destroys all beams of all other healing units... why?
2Slypoos Enum area effect has filter on units which already under beam: Exclude MyPersistentName;Target
0
Ok. My unit must heal 3 (this amount can be changed in the game) closest units by medivac beams. So what I'm doing:
1. Create unit;
2. Add behavior to my unit. This behavior constant and makes periodic search of closest units for heal;
3. Create search area effect that enum maximal 3 filtered units in the X range and add persistant effect (look at 4 row);
4. Create persistent effect that lives while my haling unit alive and it deals periodic heals with periodic validators;
5. Create impact point actor with events:
Effect.MyPersistent.Start -> At target -> Create
Ref -> ::global.MyNameImpact :: Self
Effect.MyPersistent.Stop -> At target -> Destroy
6. Create launch point actor with events:
Effect.MyPersistent.Start -> At caster -> Create
Ref -> ::global.MyNameLaunch :: Self
Effect.MyPersistent.Stop -> At caster -> Destroy
7. Create beam that use my impact and launch points...
Ok... beam creating without problems... BUT! It creates on more than 3 units. Also if I have more than 1 healing unit and it dies then all beams of other healing units also destroying.
0
I've unit with behavior that search closest allied units and heal them. Heal effect - like medivac beam. BUT! It creates super amount of beams, not one per healing unit (i wana 1 - per unit). Beam actor has been created like medivac - impact point, launch point and beam, which using this points. This 3 actors creates with persistent effect - impact at target, launch at caster, beam without any termins.
0
How to delete Stetmann's animations Stand Right, Stand Left? I used:
UnitCreation.xxx ->AnimGroupRemove Stan,Left
UnitCreation.xxx ->AnimGroupRemove Stan,Right
xxx - my unit... not work.
0
Model size min 1.2, 1.2, 1.2; max 1.2, 1.2, 1.2 Equipment one for all heroes... model in equpment window auto generates by sc2 (I don't change model field in the equipment data - it empty). And, I don't wana creates equipment for each hero with model.
0
Ok... next problem. When I press equipment button (marked as red round in the picture) it shows Heros equipment window. If I select other unit and after select my Hero again - the equipment window will closed. Is it possible to save equipment widow opened if it was opened, and save it closed if it was closed.