You give a Zergling the order to move to a specific spot which is beyond a cliff (like with reapers).
The Zergling moves near the cliff, burrows itself automatically, moves a bit beyond the cliff and unburrows automatically again. (Mainly the same like the reaper jump just with burrowing instead of jumping).
One question left: How am I able to edit the lighting of the weapon. There's a lighting on the Marine model when he shoots with his weapon. I need to change some values of it like duration and such. Is it possible?
The editor is driving me nuts today. I already studied the previous threads on this issue but didn't find anything useful. Somehow, when I try to tint the color of the muzzle fire of the marine weapon, it doesn't work. I have to add an ActorCreate event with a SetTintColor function to the actor which is triggered by the damage effect of the weapon and defines the muzzle fire animation model right?
I tried the same for another effect of another unit, doesn't work either. Any suggestions?
EDIT: I tried your solution out but on the way I came up with an idea and got it running. I simply created a new damage effect, copied the attack actor and the attack launch model, adjusted the values (so that the new effect provided by the upgrade runs a different actor than usual which refers to a different model - with changed anim speed by default). (I know I asked for changing the anim speed ingame, but I didn't know that there was a solution that makes this process redundant.)
I'm sure your method would have worked smoothly aswell, but somehow I didn't manage to adjust all values according to what you had in mind probably. Thanks a lot for the help Photoloss! :)
I want to achieve an acceleration of the gunfire animation = muzzle flash primarily yes. Everything else is unimportant to me. It's practically that what you get when changing the "Animation Speed" Value of the "Marine Attack" model. It just has to be changed ingame when using a certain upgrade. But replacing the model ("Marine Attack" by "Marine Attack 2" with a higher anim speed) would be perfect for me, I still don't know how it works though.
Thanks for the reply. Your second solution would be the most convenient for me since I don't intend to use multilevel upgrades. Thing is, when i look @ the upgrade effects I can add, theres no content for the actor "Marine Attack" for example. There are some values editable for "Marine" but I need the "Marine Attack" actor to be changed, so this solution doesn't work apparently.
Secondly, I'm not sure if I understand your first solution. For doing this I would need to change the same actor aswell, wouldn't I? I don't really know what you mean by AddUpgrade events too.
How do I do this? Let's say I want to change the Attacking Animation Speed from Marines ingame with an upgrade. It doesn't matter if it's a trigger or a data solution, it just has to work properly. Got any ideas?
Like the title says, whenever I change the body text and save the file, the editor resets the body text to either a free space (removes all text) or to the previous state. I never encountered this problem so far, changed the body text about 70 times without problems and now it doesn't save changes anymore.
I managed to get a change saved. I just changed a single number within the text and it worked, but when I try to add a word or something like that.. it just resets to what it was before.
Anyone got a clue about this?
EDIT: It seems to have something to do with the length of the description. Does anyone know about a maximum description length?
But i can edit it in the data editor. Odd. Anyways, I try to find a different field for my purpose, maybe it works.
EDIT: I somehow solved it now. Created a seperate unit for each stackable upgrade and made the different upgrades increment the appropriate "upgrade-unit's" armor value. Then I simply set the <d ref=> to the armor value and it worked. Problem is if you hit an upgrade button the tooltip doesnt change unless you refresh it by moving over the button again.
Yeah, the proof that the strings are right is that the UI command works properly. It has the same strings like the Set Value command so this shouldn't be the problem imo. My intention is to display the current upgrade level on the button, so I use an unimportant field for incrementing the technology counter. Then I create a <d ref=> in the buttons description for the race field since there's no field that returns the actual technology count.
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@Ranuglin: Go
Bump :/
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Bump. No ideas on this?
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What I want to do:
Is this possible? If yes, any tips for me?
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@Tudentau: Go
Worked. Ty!
One question left: How am I able to edit the lighting of the weapon. There's a lighting on the Marine model when he shoots with his weapon. I need to change some values of it like duration and such. Is it possible?
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@aczchef: Go
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@aczchef: Go
I did exactly that, but it's not working.
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The editor is driving me nuts today. I already studied the previous threads on this issue but didn't find anything useful. Somehow, when I try to tint the color of the muzzle fire of the marine weapon, it doesn't work. I have to add an ActorCreate event with a SetTintColor function to the actor which is triggered by the damage effect of the weapon and defines the muzzle fire animation model right?
I tried the same for another effect of another unit, doesn't work either. Any suggestions?
0
@Photoloss: Go
EDIT: I tried your solution out but on the way I came up with an idea and got it running. I simply created a new damage effect, copied the attack actor and the attack launch model, adjusted the values (so that the new effect provided by the upgrade runs a different actor than usual which refers to a different model - with changed anim speed by default). (I know I asked for changing the anim speed ingame, but I didn't know that there was a solution that makes this process redundant.)
I'm sure your method would have worked smoothly aswell, but somehow I didn't manage to adjust all values according to what you had in mind probably. Thanks a lot for the help Photoloss! :)
0
@Photoloss: Go
I want to achieve an acceleration of the gunfire animation = muzzle flash primarily yes. Everything else is unimportant to me. It's practically that what you get when changing the "Animation Speed" Value of the "Marine Attack" model. It just has to be changed ingame when using a certain upgrade. But replacing the model ("Marine Attack" by "Marine Attack 2" with a higher anim speed) would be perfect for me, I still don't know how it works though.
0
@Photoloss: Go
Thanks for the reply. Your second solution would be the most convenient for me since I don't intend to use multilevel upgrades. Thing is, when i look @ the upgrade effects I can add, theres no content for the actor "Marine Attack" for example. There are some values editable for "Marine" but I need the "Marine Attack" actor to be changed, so this solution doesn't work apparently.
Secondly, I'm not sure if I understand your first solution. For doing this I would need to change the same actor aswell, wouldn't I? I don't really know what you mean by AddUpgrade events too.
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How do I do this? Let's say I want to change the Attacking Animation Speed from Marines ingame with an upgrade. It doesn't matter if it's a trigger or a data solution, it just has to work properly. Got any ideas?
0
Like the title says, whenever I change the body text and save the file, the editor resets the body text to either a free space (removes all text) or to the previous state. I never encountered this problem so far, changed the body text about 70 times without problems and now it doesn't save changes anymore.
I managed to get a change saved. I just changed a single number within the text and it worked, but when I try to add a word or something like that.. it just resets to what it was before.
Anyone got a clue about this?
EDIT: It seems to have something to do with the length of the description. Does anyone know about a maximum description length?
0
@Zantai: Go
But i can edit it in the data editor. Odd. Anyways, I try to find a different field for my purpose, maybe it works.
EDIT: I somehow solved it now. Created a seperate unit for each stackable upgrade and made the different upgrades increment the appropriate "upgrade-unit's" armor value. Then I simply set the <d ref=> to the armor value and it worked. Problem is if you hit an upgrade button the tooltip doesnt change unless you refresh it by moving over the button again.
No trigger needed anymore. Thanks for the help :)
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@TheAlmaity: Go
Yeah, the proof that the strings are right is that the UI command works properly. It has the same strings like the Set Value command so this shouldn't be the problem imo. My intention is to display the current upgrade level on the button, so I use an unimportant field for incrementing the technology counter. Then I create a <d ref=> in the buttons description for the race field since there's no field that returns the actual technology count.
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What's wrong with that? I basically just want the trigger to edit the "Race" field for the particular upgrade and player when this upgrade is used.
Getting the value is not the problem (the UI command works fine)... it's just that I cannot change this value somehow.