Then you want actor events. "Morph" in the context of the editor refers specifically to a type of ability, so you're inviting confusion by phrasing your question in the way you did.
Anyway in your unit's actor add an event that looks like this:
Behavior.YourBehaviorHere.On
ModelSwap MercMarine
Behavior.YourBehaviorHere.Off
ModelSwap (whatever the regular model is)
Hard to understand what you're asking, but you should take a look at the Catalog set of functions, they allow you to dynamically get and set game data and are indexed by the object identifier strings.
The "Pick Each" functions are a convenience for people who don't understand how to make their own index variable for a for loop. They use a global variable to handle looping, hence they cannot be nested. Just use a for loop.
If this is a TD then the only order you're issuing is movement, so all you really need to store is the X and Y coordinates of the destination point. These can be stored as custom values on the unit. Then when you need to re-issue the order you can use Point from XY to recreate the destination point.
Making a game costs a lot (50 people * $30k a year * 5 year = $7.5 millions just for the people, add the server fees, the buildings, the taxes, ...). They have to find ways to get money if you want the game to be good. Also, their policy is pretty good as they only charge for non-essential services like name changes. So you will be able to play 100% of the game without paying additional fees. If you want to get extra goodies you will have the option to pay.
Oh man I think you're vastly underestimating the salaries of game developers as well as the number of people involved in making AAA games :) An average salary is around $75k and of course in America your take-home salary doesn't include insurance benefits and taxes paid by the employer, so $100k is a much closer number to the actual average per-employee cost. (Source: http://www.gamesetwatch.com/2010/04/2009_game_developer_salary_sur.php)
To clarify this is all occuring within one map? If you create a brand new map, the issue isn't there?
I actually ran into a bug kind of like this in beta although I thought it was fixed. If it's the same bug what happens is the editor fails to delete the overwritten object (thus restoring it to the default) but thinks it has. You can fix it by editing the XML manually, you'll have to open up UnitData.Xml and delete the offending entry.
If it's happening on new maps you create then I'm at a loss because I didn't think that was possible.
It's not actually possible to modify the base game data in the editor so I can't figure out what the hell you did here.
Literally the editor is incapable of modifying the Core.mod, Liberty.mod, etc. files where the base game data is. If your base data was indeed changed then you'd be unable to play online.
This whole rant came from editing the command cards ... if I set the 3.4 command card location to X ability for a unit I should NOT have to go into the units ability list and tell it AGAIN that I have given it the X ability!!
Did it ever occur to you that a unit having an ability, and having an icon on a command card might be completely separate things? No?
Hint: It's possible to have an ability without adding it to the command card. It's also possible to add a button on the command card for an ability the unit doesn't have! And both of these situations are very useful.
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It's just part of the infestor's model. Specifically it's a particle emitter activated during the model's walk animation.
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Then you want actor events. "Morph" in the context of the editor refers specifically to a type of ability, so you're inviting confusion by phrasing your question in the way you did.
Anyway in your unit's actor add an event that looks like this:
Behavior.YourBehaviorHere.On
ModelSwap MercMarine
Behavior.YourBehaviorHere.Off
ModelSwap (whatever the regular model is)
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Not a bug.
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No the 2MB limit is addressable space by the Galaxy language. It really has nothing to do with file size.
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I believe there's a validator that checks food limit.
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@Cowdog13: Go
"The Unit - Unit + is Target."
If this is a self buff, the Unit should be set to "Caster." The ability is failing because it's referencing a non-existent target.
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Hard to understand what you're asking, but you should take a look at the Catalog set of functions, they allow you to dynamically get and set game data and are indexed by the object identifier strings.
0
The "Pick Each" functions are a convenience for people who don't understand how to make their own index variable for a for loop. They use a global variable to handle looping, hence they cannot be nested. Just use a for loop.
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I could be wrong but I seem to recall there being a line of sight validator.
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So set the pathing footprint to "Pathing Footprint 1x1"
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If this is a TD then the only order you're issuing is movement, so all you really need to store is the X and Y coordinates of the destination point. These can be stored as custom values on the unit. Then when you need to re-issue the order you can use Point from XY to recreate the destination point.
0
Oh man I think you're vastly underestimating the salaries of game developers as well as the number of people involved in making AAA games :) An average salary is around $75k and of course in America your take-home salary doesn't include insurance benefits and taxes paid by the employer, so $100k is a much closer number to the actual average per-employee cost. (Source: http://www.gamesetwatch.com/2010/04/2009_game_developer_salary_sur.php)
0
To clarify this is all occuring within one map? If you create a brand new map, the issue isn't there?
I actually ran into a bug kind of like this in beta although I thought it was fixed. If it's the same bug what happens is the editor fails to delete the overwritten object (thus restoring it to the default) but thinks it has. You can fix it by editing the XML manually, you'll have to open up UnitData.Xml and delete the offending entry.
If it's happening on new maps you create then I'm at a loss because I didn't think that was possible.
0
It's not actually possible to modify the base game data in the editor so I can't figure out what the hell you did here.
Literally the editor is incapable of modifying the Core.mod, Liberty.mod, etc. files where the base game data is. If your base data was indeed changed then you'd be unable to play online.
0
Did it ever occur to you that a unit having an ability, and having an icon on a command card might be completely separate things? No?
Hint: It's possible to have an ability without adding it to the command card. It's also possible to add a button on the command card for an ability the unit doesn't have! And both of these situations are very useful.