This model seemingly doesn't have an appropriate actor. Instead, the death model is directly referenced within the common Mutalisk actor @ Combat: Death Effects - Model
Do I have to use the actor events of the Mutalisk actor then? What term do I have to use?
Everything is linked correctly. All I did was copying the "weapon - backlash rocket" unit (projectile and not the weapon), tinted it blue via actor events, and switched the "ammo" value of the backlash rockets effect to the new projectile.
I did it twice with the same effect: The rockets start from the exact ground location of the banshee (perpendicular to the flying banshee) and hit the ground location of the target (also perpendicular to whatever the target is). I had the same problem with the stalker one year ago when I switched weapons but I solved this somehow by taking attachment points into consideration... but tragically I cannot remember what I changed to make it work.
I copied the banshees' backlash rockets (ammo, not the weapon) and renamed them. I didn't change anything else. Now, when the banshee is firing at its target, the rockets launch from ground level (height) and not from the unit itself like the normal ones. Additionally, the rockets don't hit the target but fly through and hit the ground position where the target is located.
A year ago I could have solved this easily but now I've just simply forgotten what to do ... :(
I want the baneling to have such an ability. It should be exactly the same as the stalker blink ability, but with burrow & unburrow animations.
How do I add the burrow animation of the baneling to the actor events when a certain ability is used? And how do I add the unburrow animation right after the baneling has been teleported?
I've been trying to figure it out the past two hours now but the data editor is so damn complicated and I even cannot find the .m3 for the burrowing animation of the baneling. Quite sad :/
I implemented a custom armor system with damage reduction in % instead of absolute values. Now I want to have the specific % reduction for each unit displayed in the armor tooltip. How can I achieve this? The armor tooltips usually are static and because of them being bound by text keys they can only be set for each unit type, but not for each unit individually. And since all units have different armor values - depending on the player - I need them to have different armor tooltips.
Some time ago I heard about items being able to add info to a armor or weapon tooltip. Might this work? Or is there a better solution?
Problem is, most of the dialog items are buttons and labels that get data from the players status. It's very dynamic, and it's different for each player and changes all the time. I'm using one single dialog atm and splitting everything up by using different dialogs would mean even more work, it's hard to explain.
Seems like I have to go with the variables... apparently dialog item variables don't increase the script size at all.. I created about 5000 variables for testing purposes and the script size didn't increase ... odd.
Isn't there anything that adds the last created dialog item to a group... such like a player group or a unit group, only for dialog items?
My loop is creating about 550 dialog items and honestly, I don't want to assign 550 variables to them... if you ask why there are so many dialog items: I'm using for each different unit type an explanation menu with description, name, thumbnail, mineral values and some more data on each of their upgrades...
19 unit types * 4 upgrades each = 76 upgrades * 6 dialog items (name, value, description, thumbnail and so on) = 456 items + the general items for each unit type = about 550 items...
Is there a possibility to group some dialog items together and make them visible all at once via show dialog item for player?
Purpose: I use a loop to create dozens of thumbnails and label items in one of my dialogs. I'd like to make them visible all at once for a certain player when he clicks on a certain button. But I really don't want to assign variables to all of them... so instead of "for each integer i from 1 to 60 - show dialog item [i] for player X" I'd like to use something different .. if there is anything.
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This model seemingly doesn't have an appropriate actor. Instead, the death model is directly referenced within the common Mutalisk actor @ Combat: Death Effects - Model
Do I have to use the actor events of the Mutalisk actor then? What term do I have to use?
0
@StragusMapster: Go
Everything is linked correctly. All I did was copying the "weapon - backlash rocket" unit (projectile and not the weapon), tinted it blue via actor events, and switched the "ammo" value of the backlash rockets effect to the new projectile.
I did it twice with the same effect: The rockets start from the exact ground location of the banshee (perpendicular to the flying banshee) and hit the ground location of the target (also perpendicular to whatever the target is). I had the same problem with the stalker one year ago when I switched weapons but I solved this somehow by taking attachment points into consideration... but tragically I cannot remember what I changed to make it work.
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I copied the banshees' backlash rockets (ammo, not the weapon) and renamed them. I didn't change anything else. Now, when the banshee is firing at its target, the rockets launch from ground level (height) and not from the unit itself like the normal ones. Additionally, the rockets don't hit the target but fly through and hit the ground position where the target is located.
A year ago I could have solved this easily but now I've just simply forgotten what to do ... :(
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@Oatin: Go
Works well. Thanks a lot :)
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@Oatin: Go
I'll have a look, thanks for now :)
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I want the baneling to have such an ability. It should be exactly the same as the stalker blink ability, but with burrow & unburrow animations.
How do I add the burrow animation of the baneling to the actor events when a certain ability is used? And how do I add the unburrow animation right after the baneling has been teleported?
I've been trying to figure it out the past two hours now but the data editor is so damn complicated and I even cannot find the .m3 for the burrowing animation of the baneling. Quite sad :/
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@StragusMapster: Go
How would I add for example "Damage Reduction: X %" to the tooltip when X depends on the armor value? I can't see how it can be done with behaviors.
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bump
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I implemented a custom armor system with damage reduction in % instead of absolute values. Now I want to have the specific % reduction for each unit displayed in the armor tooltip. How can I achieve this? The armor tooltips usually are static and because of them being bound by text keys they can only be set for each unit type, but not for each unit individually. And since all units have different armor values - depending on the player - I need them to have different armor tooltips.
Some time ago I heard about items being able to add info to a armor or weapon tooltip. Might this work? Or is there a better solution?
0
@Ahli634: Go
Problem is, most of the dialog items are buttons and labels that get data from the players status. It's very dynamic, and it's different for each player and changes all the time. I'm using one single dialog atm and splitting everything up by using different dialogs would mean even more work, it's hard to explain.
Seems like I have to go with the variables... apparently dialog item variables don't increase the script size at all.. I created about 5000 variables for testing purposes and the script size didn't increase ... odd.
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I tested it out but it doesn't help me very much.
Isn't there anything that adds the last created dialog item to a group... such like a player group or a unit group, only for dialog items? My loop is creating about 550 dialog items and honestly, I don't want to assign 550 variables to them... if you ask why there are so many dialog items: I'm using for each different unit type an explanation menu with description, name, thumbnail, mineral values and some more data on each of their upgrades...
19 unit types * 4 upgrades each = 76 upgrades * 6 dialog items (name, value, description, thumbnail and so on) = 456 items + the general items for each unit type = about 550 items...
I just don't wanna have 550 variables :(
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@Kafoso: Go
60 dialog items, not dialogs :) Thanks for your help!
@Tolkfan: Go
Thank u too, I'm gonna check this out.
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@desiderius1: Go
I'd do that if I hadn't to distinguish between different items on the same dialog. I only want to show/hide some of the items, not all.
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Should be an easy question for you:
Is there a possibility to group some dialog items together and make them visible all at once via show dialog item for player?
Purpose: I use a loop to create dozens of thumbnails and label items in one of my dialogs. I'd like to make them visible all at once for a certain player when he clicks on a certain button. But I really don't want to assign variables to all of them... so instead of "for each integer i from 1 to 60 - show dialog item [i] for player X" I'd like to use something different .. if there is anything.
Any ideas?
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@Kueken531: Go
Works fine! Don't know about the lags though. But I believe in your opinion on that :)