gt_StatusUpsH - Trigger
gv_playersInfo[PlayerGroupLoopCurrent()].lv_unit - Unit (empty at the time but i hope it can work as link)
c_unitPropLife - Int from preset (Tried 0 without preset which represent same)
I even made custom action with all parameters set according to this and it still gives error....
EDIT: Ok i fixed this... had to backtrack manual adding.
Im looking for way to tell if unit is moving at the moment
what i mean if its in movement even if its from attack command or anything smillar (patrol, casting something at point which require unit to move to it etc)
All over the world there are copied movies music games software anything everything and you think someone care about "starcraft 2 maps" ? Maybe not so heavy but that is simple "piracy"
Looks epic! I say we really need some good RPG on Bnet, there is only 1 i saw so far (ZH's) but its getting boring after while (no offense).
I hope this one will be good :)
(for multimap thing, you could use something like separate map for levels X-Y which will only allow save files with required level reached, just suggestion)
yes its possible. There is spell damage value in behavior unit modification which control anything thats "spell" kind.
You can even create something like intelligence which will show in unit box along with unit's weapon and armor. How, i dont know at the moment but i saw it in "footman" map (i think that was the name)
So first, i have 3 items, 3 loots for each and 1 "loot set" with all of them inside (and 95% chance to drop nothing). Quite often when i kill a unit with my "loot set" it drops some weird items from campaign probably like grenades etc oO
Second, when i cast ability on my hero unit a noticed theres floating purple text above my unit showing -X (ability cost)
Third, i created some destructibles alone the path (quite dense placement) and i noticed they share health oO
Why?
Thanks for help !
I will skip telling how frustrated i'm with this data editor and it's brilliant linking creation style which make me think of drawing portrait pixel by pixel with closed eyes.
I created ability which works like grenade but with different models. At the moment my character is casting ability, missile is flying to the point, it deals damage once it reach destination.
i have:
-Effects: X(launch missile) & X(damage)
-Actors: X (missile)
-Unit: X(missile)
-Ability: X
I need : (and dont know how to do)
-if possible some missile travel sound & sound when casting
-explosion effect&sound at impact location
-casting circle representing area of effect while selecting cast location
-casting animation on unit
I dont know how exactly this event editor works but 03210's solution works great for now. I just hope it wont cause any troubles.
Is it ok if i only have Events: UnitBirth.Unit>Create for each unit? Or should i add something with destroy? (they are items so they are removed on pickup in theory)
Why not? What if you want to change the model for one of them? Or the scale? Or the tint? Sure, you can do it with events, but the actor system wasn't really designed for one actor to be used for multiple separate entities.
If i want to change the model for one of them i can create separate actor for it. Otherwise i prefer this way with a lot of items (100+), and "global" control over their actor/s
0
gives
Parameter type does not match the function definition
gt_StatusUpsH - Trigger
gv_playersInfo[PlayerGroupLoopCurrent()].lv_unit - Unit (empty at the time but i hope it can work as link)
c_unitPropLife - Int from preset (Tried 0 without preset which represent same)
I even made custom action with all parameters set according to this and it still gives error....
EDIT: Ok i fixed this... had to backtrack manual adding.
this was correct way to refer unit (weird)
0
epic, works perfectly and saves me some dirty trigger work. thanks!
0
Im looking for way to tell if unit is moving at the moment
what i mean if its in movement even if its from attack command or anything smillar (patrol, casting something at point which require unit to move to it etc)
0
All over the world there are copied movies music games software anything everything and you think someone care about "starcraft 2 maps" ? Maybe not so heavy but that is simple "piracy"
0
i hope it wont be so slowish like current version :/ start by reducing time between waves
0
Looks epic! I say we really need some good RPG on Bnet, there is only 1 i saw so far (ZH's) but its getting boring after while (no offense).
I hope this one will be good :)
(for multimap thing, you could use something like separate map for levels X-Y which will only allow save files with required level reached, just suggestion)
0
fixed bug with items
0
Which is weird because tooltip says its damage based on enemy hp...
0
If you click file -> dependencies, than click "add standard" and highlight any of them you will see what they are for
0
@fReeGenerate: Go
yes its possible. There is spell damage value in behavior unit modification which control anything thats "spell" kind.
You can even create something like intelligence which will show in unit box along with unit's weapon and armor. How, i dont know at the moment but i saw it in "footman" map (i think that was the name)
0
Hi
So first, i have 3 items, 3 loots for each and 1 "loot set" with all of them inside (and 95% chance to drop nothing). Quite often when i kill a unit with my "loot set" it drops some weird items from campaign probably like grenades etc oO
Second, when i cast ability on my hero unit a noticed theres floating purple text above my unit showing -X (ability cost)
Third, i created some destructibles alone the path (quite dense placement) and i noticed they share health oO
Why?
Thanks for help !
0
Got it thanks!
0
Hello
I will skip telling how frustrated i'm with this data editor and it's brilliant linking creation style which make me think of drawing portrait pixel by pixel with closed eyes.
I created ability which works like grenade but with different models. At the moment my character is casting ability, missile is flying to the point, it deals damage once it reach destination.
i have:
-Effects: X(launch missile) & X(damage)
-Actors: X (missile)
-Unit: X(missile)
-Ability: X
I need : (and dont know how to do)
-if possible some missile travel sound & sound when casting
-explosion effect&sound at impact location
-casting circle representing area of effect while selecting cast location
-casting animation on unit
Please help. Thanks
0
I dont know how exactly this event editor works but 03210's solution works great for now. I just hope it wont cause any troubles.
Is it ok if i only have Events: UnitBirth.Unit>Create for each unit? Or should i add something with destroy? (they are items so they are removed on pickup in theory)
If i want to change the model for one of them i can create separate actor for it. Otherwise i prefer this way with a lot of items (100+), and "global" control over their actor/s
0
Hmm not bad, gonna try that now