I think the triggering unit function works for this event.
Beware though, it is called attribute points changed, but it only fires when a unit gains a behavior that modifies attributes, not it loses one.
Hmm, was thinking of making like Automated Refinery display resources gain. But seems dont know how to make it now... Had maked it with Data Actors but you can see it through Fog Of War.
So need to make trigger that would display when building produces resouce. Help?
The automated refinery gathers resources using a Modify Unit effect. The text is just a Text actor that is created each time the effect occurs (AutomatedRefinery TextKicker5 (Unnamed)). Try setting the Actor - Fog Visibility to Visible for the text actor.
y, had maked work like that perfectly but none of Fog Visibility options work. It feels like this feature not fixed right for visibility. Need other option.
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How to get from:
Unit - Any Unit attribute points changed
A triggering Unit? Because after that it make a text tag at position of Used Behavior at Triggering Unit location.
I think the triggering unit function works for this event. Beware though, it is called attribute points changed, but it only fires when a unit gains a behavior that modifies attributes, not it loses one.
Hmm, was thinking of making like Automated Refinery display resources gain. But seems dont know how to make it now... Had maked it with Data Actors but you can see it through Fog Of War.
So need to make trigger that would display when building produces resouce. Help?
The automated refinery gathers resources using a Modify Unit effect. The text is just a Text actor that is created each time the effect occurs (AutomatedRefinery TextKicker5 (Unnamed)). Try setting the Actor - Fog Visibility to Visible for the text actor.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
y, had maked work like that perfectly but none of Fog Visibility options work. It feels like this feature not fixed right for visibility. Need other option.