You could try this with Unit Groups. Add the Units you want to move together into a group. When you select a unit check if this
unit is in a unit group. If the unit is in a Unit group, select all units of the Unit group for the player
Hello,
I am working on a weapon system with the inventory system. Some information:
- I have an item that represents the weapon. Only if you equip that weapon you can attack.
- I have an item for clips, which should be removed when the character is reloading
- For bullets I used an item with charges which applies a stacked behavior. On attack 1 behavior is removed and on zero the attack is disabled.
If its possible, I want to remove 1 charge from the bullet item until its empty or if the behavior runs out that the bullet is removed.
Then I want a reload skill to remove a clip and create bullets (remove clip and create bullet).
Is this even possible to do only with data editor?
I am assuming you use issue order to make your unit move. Strafing and running backwards is easy to do if you use the action "move Unit instantly" instead if issuing an order. Just create a point with polar offset to determine where to move your unit
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If you are using "Issue order" check that you have "Order Targeting Point" in it and not "Order: ordner with no target"
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Different methods:
This would be my aproaches, maybe someone else knows better ways to do that
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After removing footprint and setting mover and plane array to fly I could still build buildings
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You could try this with Unit Groups. Add the Units you want to move together into a group. When you select a unit check if this unit is in a unit group. If the unit is in a Unit group, select all units of the Unit group for the player
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Remove the footprints of the building and set the mover to fly. maybe this works
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If you want to make units fire just one way (like in your screenshot) this could help you Link...
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Check Tutorial: [Data] Creating Units, Weapons, and more
This should help you
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It does. Try this code (note that I didn't save the Dialog & Dialog items into variables because for this small demonstration there is no need to be):
The button and the image have the same sizes and the same offset. You can click the button (you should hear the sound). Or create a second trigger:
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Edit: You were faster ^^
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Hello, I am working on a weapon system with the inventory system. Some information:
- I have an item that represents the weapon. Only if you equip that weapon you can attack. - I have an item for clips, which should be removed when the character is reloading - For bullets I used an item with charges which applies a stacked behavior. On attack 1 behavior is removed and on zero the attack is disabled.
If its possible, I want to remove 1 charge from the bullet item until its empty or if the behavior runs out that the bullet is removed. Then I want a reload skill to remove a clip and create bullets (remove clip and create bullet).
Is this even possible to do only with data editor?
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Instead of creating a button holding an image, or trying to, just create a button and over that an image.
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I don't know if you still need it but this is how its done (I am starting after you created all attributes, hero, etc.):
Lets say we want to create an armor that increases Strength by 5
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This works fine for me
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If had tried both (issue order and move unit) and the move unit method is better in my opinion if you want to make a unit strafe/walk backwards.
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I am assuming you use issue order to make your unit move. Strafing and running backwards is easy to do if you use the action "move Unit instantly" instead if issuing an order. Just create a point with polar offset to determine where to move your unit