doesn't work, my model is DragonForceShield.m3 it only does have Stand animation. Its weird why Actor Creation > AnimPlay loop Stand Playforever dont works. Should be as it says, On creation play stand forever...
Is it really "Unit - (Triggering unit) takes Fatal or Non-Fatal Any damage" in your trigger? :)
Also its unclear ( Attack targeting (?Returns the unit who last attacked the specified unit? (Triggering unit))) ?
Event should be Any unit, Attack targeting "Damaging unit". Triggering unit (damage taker) cant attack itself unless you created such weapons etc
Also try "Replacing existing orders"
Well if your saying BNet bugs maps its not.
I believe its impossible to use debug on BNet. Show your trigger if you want help in this matter. Also if you see at least part of error you could share it.
Edit: You may check in User\Documents\StarCraft II\GameLogs
nvm i was tired...
Ok so whats up with moving items into another container ? I do like move item i to slot 24(last) in container 2 and it freaks out.
I save items with data attached of their while-save inventory slot and yet it set's back quite badly (probably because of that second container)
Well first i dont know how exactly this supose to work but if you want to store created dialog per player you should use Array Like Dialog[player], otherwise if you want to hide Dialog you will be left with link to last that was created (along all players)
oh and about button. at "Picket integer = 9" button is at Yoffset 925 which with button of size 100 makes place it's center at 975 (beyond dialog 950), at "Picket integer = 10" it wont show because its beyond dialog
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@Talon0815: Go
doesn't work, my model is DragonForceShield.m3 it only does have Stand animation.
Its weird why Actor Creation > AnimPlay loop Stand Playforever dont works. Should be as it says, On creation play stand forever...
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Hello
In actor(model model animation style continuous)
Model is PresistentSpellFX
Yet when i have buff for 30 seconds i see actor only appear once at behavior gain.
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Is it really "Unit - (Triggering unit) takes Fatal or Non-Fatal Any damage" in your trigger? :)
Also its unclear ( Attack targeting (?Returns the unit who last attacked the specified unit? (Triggering unit))) ?
Event should be Any unit, Attack targeting "Damaging unit". Triggering unit (damage taker) cant attack itself unless you created such weapons etc
Also try "Replacing existing orders"
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Well if your saying BNet bugs maps its not.
I believe its impossible to use debug on BNet. Show your trigger if you want help in this matter. Also if you see at least part of error you could share it.
Edit: You may check in User\Documents\StarCraft II\GameLogs
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Use target attachment as this method cause overwrite in original target attachment
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Try saving actor to variable then send him a msg to destroy
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Yeah dummy spell, back to Wc3 lol :)
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nvm i was tired... Ok so whats up with moving items into another container ? I do like move item i to slot 24(last) in container 2 and it freaks out.
I save items with data attached of their while-save inventory slot and yet it set's back quite badly (probably because of that second container)
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@TheAlmaity: Go
Yea i thought about same concept for blacklist. use players as poor carriers xD
It hit me: P2P!
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What i mean (if you didn't understand) Unit Dies B1 <= 0 is not Unit Dies B1 >= 1
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sorry but i dont understand this.
First you let the trigger go if Unit Dies B1 <= 0 then you check if its actually Unit Dies B1 >= 1
Its seems like player have <1sec window to cause boss's death to kill spine crawlers
You know you could do like
Any unit dies,
con: unit type of boss's unit
pick all spine crawlers in region
kill picked
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you know its more efficient to create dialogs first and just show/hide them.
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Any unit dies condition: Unit type of unit ( triggering unit) == some unit type
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have you did like (second is wrong)
or
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Well first i dont know how exactly this supose to work but if you want to store created dialog per player you should use Array Like Dialog[player], otherwise if you want to hide Dialog you will be left with link to last that was created (along all players)
oh and about button. at "Picket integer = 9" button is at Yoffset 925 which with button of size 100 makes place it's center at 975 (beyond dialog 950), at "Picket integer = 10" it wont show because its beyond dialog