@title
To disallow attacking, disable (suppress?) the attack ability within the buff's modifications in the ability tab.
This will disable the unit's ability to attack as long as the behavior is active.
Uhm, I would just say I'm happy that nobody got hurt or killed during that.
That women doesn't seem to be responsible enough to drive a vehicle as she overreacted and tried to murder him as she drove him onto the other side of the street and finally hit a non-moving car. :(
Jail her, never give her a driving license again.
Variables don't work in events.
Its initial value will be used which might be "no unit" in your case.
Events can't have no unit, so it seems to read it as any unit.
I just wait for the next patch.
The British support said "we can assure you that this issue will be investigated thoroughly.".
The map suffering that engine problem isn't done, yet, so it's not of highest importance to workaround that problem.
I guess I could make it work with spawning sound actors myself, but it's not important for me.
There are more serious flaws like attacker revealing for allies which doesn't check if the allied person who gets the units revealed, too has vision to the attacked unit in first place (don't share vision with allies -> u will only see the attacking units through fog. expected behavior: u shouldn't see the enemy attacking the allied units u can't see).
I didn't add the info that this problem exists on an empty map without modifications in the first post. Pity me.
You just place 30 zealots for p13, 30 zealots for p14 next to each other in a new map, start the map, zoom in and move around while holding middle mouse button and u can hear them fighting. Zealots, broodlings, both share the same problem.
The problem has been validated by Jademusgreg, if I remember correctly.
Else:
Are you sure that you aren't creating multiple instances of that dialog accidentally? So maybe one closes and you got a second one behind that does nothing because the button and dialog references were overwritten.
Modify the distance in the zoom levels of the camera...
But this will render some areas of the map inaccessible for some resolutions (because you hit the border without being able to see the area with every resolution. Widescreen can't see the area at the camera border, 4:3 screen dimensions can see it...). If someone knows a solution for that, PM me.
So you need to make a few tiles long dead area around your map...
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Use texture select by ID to change the texture.
Use search function to find a tutorial on how to use that.
I'm using that in my map. If you can't figure it out, I can make you some screenshots to show how it needs to be set up.
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@title
To disallow attacking, disable (suppress?) the attack ability within the buff's modifications in the ability tab.
This will disable the unit's ability to attack as long as the behavior is active.
0
Uhm, I would just say I'm happy that nobody got hurt or killed during that.
That women doesn't seem to be responsible enough to drive a vehicle as she overreacted and tried to murder him as she drove him onto the other side of the street and finally hit a non-moving car. :(
Jail her, never give her a driving license again.
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Awesome. :)
I'm using the phasing system in my map and it's superb to display items only to one player in some cases.
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I know that you can change that with triggers.
I didn't find it in data right now. :S
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Variables don't work in events.
Its initial value will be used which might be "no unit" in your case.
Events can't have no unit, so it seems to read it as any unit.
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You can define the unit's team color.
I don't think you can just "stop" it.
Just set it in the actor events or set it via trigger action.
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I just wait for the next patch.
The British support said "we can assure you that this issue will be investigated thoroughly.".
The map suffering that engine problem isn't done, yet, so it's not of highest importance to workaround that problem.
I guess I could make it work with spawning sound actors myself, but it's not important for me.
There are more serious flaws like attacker revealing for allies which doesn't check if the allied person who gets the units revealed, too has vision to the attacked unit in first place (don't share vision with allies -> u will only see the attacking units through fog. expected behavior: u shouldn't see the enemy attacking the allied units u can't see).
@eliek: Go
I didn't add the info that this problem exists on an empty map without modifications in the first post. Pity me.
You just place 30 zealots for p13, 30 zealots for p14 next to each other in a new map, start the map, zoom in and move around while holding middle mouse button and u can hear them fighting. Zealots, broodlings, both share the same problem.
The problem has been validated by Jademusgreg, if I remember correctly.
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"Fixed" my problem with height changes of the hero (+10), the actor (-10) and the camera (-10) instead of adjusting the distance.
It's not a perfect solution, but it works in my case.
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There are only 4 mod dependencies usable per file.
Push one dependency into a mod file and it will work as far as I know.
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What kueken said.
Else:
Are you sure that you aren't creating multiple instances of that dialog accidentally? So maybe one closes and you got a second one behind that does nothing because the button and dialog references were overwritten.
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Use functions and action definitions instead of 10 billion triggers with small changes.
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That trigger looks fine to me.
Can you show us the dialog's creation actions?
Maybe you only forgot to reference the 6th button.
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I would guess that you create an inventory item and move it to the slot that represents the field you want.
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Modify the distance in the zoom levels of the camera...
But this will render some areas of the map inaccessible for some resolutions (because you hit the border without being able to see the area with every resolution. Widescreen can't see the area at the camera border, 4:3 screen dimensions can see it...). If someone knows a solution for that, PM me.
So you need to make a few tiles long dead area around your map...