If it returns "errorcatalogfieldnotwritten" then there is a good chance you cannot alter that field. or, you typed something wrong.
A way to test the above is to convert the field value to text, and display it to the player. It will display, even if it is a field you cannot change. It is a way to tell the difference.
To change attributes, why dont you use behaviors? Make a behavior that represents an attribute, and then make a buff that applied that behavior. Make it invisible and permanent. Set its value to a variable if the unit dies; and re add the buff when that unit respawns, number of times equal to the saved variable.
It does in fact say "errorcatalogfieldnotwritten." I will try your suggestion.
However, to clear up a misunderstanding, I do not mean 'attributes' as in 'Strength, Intelligence, etc' I mean the game definition of Attributes within a units fields. What I mean is the Blizzard attributes such as 'Armored, Light, Biological, Psionic, Mechanical' etc.
I tried to return the value of the game asset using triggers, and I got what I inputted back(I entered in CUnit_AlanSchezar.AttributeArray[3]), instead of the game asset. I'm going to experiment with different values. For reference, I should be using 'Send Transmission' and the 'Message' field should be 'Game asset', correct?
Edit: Oops. I think you meant the Game Text action. Trying that, now.
Edit2: GameText action acts the same as the Game asset one. Any suggestions?
I did a bit of searching around, and the Catalog Set Value action was suggested, so I've been doing some fiddling around with that.
Catalog - Set value of Units "AlanSchezar" "AttrbuteArray[1].Attribute" for player 1 to "1"
is what I have, and I've tried the following as well:
Catalog - Set value of Units "AlanSchezar" "Attributes" for player 1 to "(0|0|0|0|0|0|0|0|0|0)"
Catalog - Set value of Units "AlanSchezar" "Attribute" for player 1 to "(0|0|0|0|0|0|0|0|0|0)"
Catalog - Set value of Units "Alan Schezar" "Attributes" for player 1 to "(0|0|0|0|0|0|0|0|0|0)"
etc, etc. Does anyone know what I'm doing incorrectly?
@Zetal: Go
What error message does the game return?
If it returns "errorcatalogfieldnotwritten" then there is a good chance you cannot alter that field. or, you typed something wrong.
A way to test the above is to convert the field value to text, and display it to the player. It will display, even if it is a field you cannot change. It is a way to tell the difference.
To change attributes, why dont you use behaviors? Make a behavior that represents an attribute, and then make a buff that applied that behavior. Make it invisible and permanent. Set its value to a variable if the unit dies; and re add the buff when that unit respawns, number of times equal to the saved variable.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
It does in fact say "errorcatalogfieldnotwritten." I will try your suggestion. However, to clear up a misunderstanding, I do not mean 'attributes' as in 'Strength, Intelligence, etc' I mean the game definition of Attributes within a units fields. What I mean is the Blizzard attributes such as 'Armored, Light, Biological, Psionic, Mechanical' etc.
I tried to return the value of the game asset using triggers, and I got what I inputted back(I entered in CUnit_AlanSchezar.AttributeArray[3]), instead of the game asset. I'm going to experiment with different values. For reference, I should be using 'Send Transmission' and the 'Message' field should be 'Game asset', correct?
Edit: Oops. I think you meant the Game Text action. Trying that, now.
Edit2: GameText action acts the same as the Game asset one. Any suggestions?