I want to attach something to a hydralisk's head, but when standing still the attached model doesn't follow the movements of the hydralisks head, which is very annoying. Is there a way to fix that?
If I remove my local offset then it works, but not with it. Nevertheless I need the offset to position the model right.
When the hydralisk moves, the model is perfectly in place and moves with the head movements, it just doesn't work when it's standing still.
Okay another problem - since the initial problem was solved:
I have a unit which has a tint color. It gets it on UnitBirth, because I want the unit to constantly have that tint color. When an effect that changes the ::host tint color affects my unit and expires, the unit will lose the tint color and be normal colored again.
How can I make it return to the tint color I set at the start?
Well the function runs for a parameter unit and that parameter unit has to be set - so how can I make this field "parameter unit" target the unit that has been created?
But no, this is for a different trigger on a different map. I run a function for a unit - I have as event map initialisation and as action a function. That function is run for a certain unit on the map (preplaced) and I want that function to start running for this type of unit when it is created, not for a preplaced unit.
We have the same advantage here, the unit is unique, but it won't exist from the start, it will be created (like by a selection screen). And I want that trigger to work with the unit when it is created and not preplaced.
Mhm, well, guess I have to ask then - not like it's a big deal, just a little inconvenience.
Further, if I want to narrow "any unit" down to a unit type, how do I do that? Probably with a variable "Unit Type" - I just have no idea how to get that variable into the trigger >_> /beginnerscrubishness
Okay, this was very easy. My ability starts with my unit casting it and ends with a behavior being removed from it. The ability and the behavior are always tied together and the behavior only exists on the casting unit - so this trigger is very easy (even for me).
And since there can never be two units of this type (and thus never two units with this ability) I can just leave "Any Unit" in the trigger.
Is there a way to change the lighting to what it was before it got changed, without knowing what that was? Because this is a mod for map - and I'm not in possession of the map (otherwise I can probably still ask what lighting it uses).
It would be good if you provide me a map to see what you did. Because I have no idea of triggers. I already tried around with them a bit and understood a trigger based ability (unit casts ability and gets set back in time 5 seconds, restoring HP/energy/position) but I really can't do it myself - the interface is kinda... bad for a beginner.
I'm using a enumerate area validator instead of a Location Range validator because I can't connect to the caster unit. Maybe I can play around with some effects, but it's really hard to keep my caster in a effect chain with the summons.
As for the actor. There is an event "behavior level" - you can add a term "level" to that, and that works perfectly.
So e.g. Behavior Level (Behavior) (any)
Term: Level 2
Set Opacity 0.5 makes the actor 50% transparent at 2 stacks.
Uh, does anyone know how I can make actors for different stacks of an behavior? I just want one actor to have different opacity depending on the stacks of the behavior.
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Works fine - thanks.
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Rofl, freaky idea, but I gonna try it. Hell, this sounds so weird and messed up it actually might work.
God GE >_> y u so stupid?
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Why does it work with the sop attach head then? Why does it start failing with the offset?
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I want to attach something to a hydralisk's head, but when standing still the attached model doesn't follow the movements of the hydralisks head, which is very annoying. Is there a way to fix that?
If I remove my local offset then it works, but not with it. Nevertheless I need the offset to position the model right.
When the hydralisk moves, the model is perfectly in place and moves with the head movements, it just doesn't work when it's standing still.
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Dunno, changed the thread title, but seems like it doesn't affect what it shows in the forum. Well. Anyway ^ new problem.
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Okay another problem - since the initial problem was solved:
I have a unit which has a tint color. It gets it on UnitBirth, because I want the unit to constantly have that tint color. When an effect that changes the ::host tint color affects my unit and expires, the unit will lose the tint color and be normal colored again.
How can I make it return to the tint color I set at the start?
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Well the function runs for a parameter unit and that parameter unit has to be set - so how can I make this field "parameter unit" target the unit that has been created?
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Haha, guess what I just figured out on my own.
But no, this is for a different trigger on a different map. I run a function for a unit - I have as event map initialisation and as action a function. That function is run for a certain unit on the map (preplaced) and I want that function to start running for this type of unit when it is created, not for a preplaced unit.
We have the same advantage here, the unit is unique, but it won't exist from the start, it will be created (like by a selection screen). And I want that trigger to work with the unit when it is created and not preplaced.
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Mhm, well, guess I have to ask then - not like it's a big deal, just a little inconvenience.
Further, if I want to narrow "any unit" down to a unit type, how do I do that? Probably with a variable "Unit Type" - I just have no idea how to get that variable into the trigger >_> /beginnerscrubishness
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Okay, this was very easy. My ability starts with my unit casting it and ends with a behavior being removed from it. The ability and the behavior are always tied together and the behavior only exists on the casting unit - so this trigger is very easy (even for me).
And since there can never be two units of this type (and thus never two units with this ability) I can just leave "Any Unit" in the trigger.
Is there a way to change the lighting to what it was before it got changed, without knowing what that was? Because this is a mod for map - and I'm not in possession of the map (otherwise I can probably still ask what lighting it uses).
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Just the lighting. And I have no ideas about triggers. I assume this is pretty easy, but I have nothing to start with >_>
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It would be good if you provide me a map to see what you did. Because I have no idea of triggers. I already tried around with them a bit and understood a trigger based ability (unit casts ability and gets set back in time 5 seconds, restoring HP/energy/position) but I really can't do it myself - the interface is kinda... bad for a beginner.
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Is there a way to do this with data? Or only with triggers?
What I want to do is to change the lighting of the map during an ability. So it has to be changed forth and back.
However this is possible, please explain it to me (if it's only with triggers, please pretty detailed).
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I'm using a enumerate area validator instead of a Location Range validator because I can't connect to the caster unit. Maybe I can play around with some effects, but it's really hard to keep my caster in a effect chain with the summons.
As for the actor. There is an event "behavior level" - you can add a term "level" to that, and that works perfectly.
So e.g. Behavior Level (Behavior) (any)
Term: Level 2
Set Opacity 0.5 makes the actor 50% transparent at 2 stacks.
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I made it work quite acceptable ...
Uh, does anyone know how I can make actors for different stacks of an behavior? I just want one actor to have different opacity depending on the stacks of the behavior.