Alright. So, I set it to automatic, and even though the validator is under "validator array" and "autocast validator" areas, the building now morphs staight away.
Perhaps I set up the validator wrong?? Its "equal to"... I feel like that is the error here, but im not sure, haha.
(I tend to rant on problems, skip below to the - - - - - line to get your answer)
Right.... so check upgrades, and search for an upgrade that might be required to use to the model.
Believe it or not, this same problem comes up with Primal Kerrigan (K5 Kerrigan). If the model has a requirement in-game, like for example, "have Nova DLC", then there will surely be an upgrade for it. This also works this way for unit Skin Exp Rewards.
Ooookay. Now if you find an upgrade for it, great! Now, in order to use the model, the game needs to pass the "Have DLC Nova" requirement as true... obviously not everyone will have it.
- - - - - -
Go to the data editor, got to requirements, see if there is something like "Have Nova DLC" or "Have ghost skin" or something like that.
When you find it, click it, click requirements on the right. A box should pop up, and there should be a field that says, "Count upgrade (upgradename) completed". DELETE this field.
Your model should now show up. Blizzard does this repulsive setup to register whether or not players are able to use the DLC feature.
Once again, the similar setup is used with experience reward models and dances/taunts.
Okay. This problem is 5 years old, and yet, some have solved it BUT ARE RELUCTANT TO ANSWER (not naming anyone, lol).
Anyways...
I have been able to make it so that when you use the "colony infestation" ability on a Terran structure, it applies the colony infestation behavior, as well as the model... however, the command card stays the same. I can't train infested units, only SCVs. This means that upon being infested, the structure did not "morph" to the infestable infested Command Center, which does have the correct command card.
Basically.... How can I make it so that a behavior (colony infestation) activates an ability morph (CC >>> Infested CC)? Preferably without triggers?
Thank you for any future replies, and uh, can we please solve this problem once and for all??
(P.S, yes, I have already done research on my topic before posting this. in fact, it's been 1 hour, 13 minutes of pure surfing and still, nothing).
Hello! This is my second thread, my first getting a ton of support. Let's see how good the community is. ANYWAYS!...
I need to make an ability cost shields, plain and simple. The only problem is, I need it to drain the shields completely. No matter how much shields the unit has left. It's difficult to explain, so let me demonstrate:
A zealot has 50/80 shields. He uses the ability, and I want it to drain the 50 points of the 80, leaving him with 0/80 shields.
The way I have it set up right now is by having the cost be 100% of the units shields... sounds right, but in this case the Zealot needs 80/80 shields before he can cast the ability.
Outstanding answer, I understand it completely. Im the type where a visual will work over words or text.
In English: Thank you for taking your time to answer! Not only do I benefit, but others in the future will benefit from this too.
Oh, and haha, it's a mod, not a map. My objective is to make a special unit spawn for only I, the developer, not out of selfishness, but purely for testing.
So, essentially, all I need to do is acquire the player I.D, run a check on each player and see if the I.D matches, and if it does, allow that player to use these custom commands?
0
@EDHRIANO: Go
A.I tab?
Also, how would I issue the order? It takes a unit as a param, could I just put triggering unit? Would a triggering unit be considered a barracks?
Basically I want the A.I to train units such as the HERC alongside their normal armies.
0
@bvanseghi: Go
bump. Anyone?
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@Bilxor: Go
By "use" I mean, the A.I can build and use buildings. Whether it be using their abilities or making their units.
0
I am aware of the many threads on this topic.
I am also aware of the disregard of them, as well.
Very simply: How can I make the A.I use custom units as if they were normal units?
Thanks for any future replies,
- Bvanseghi
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@NazaraSC2: Go
But the way DSE suggested works fine though?????? and...... All you do is add one event under the actors and done.....
0
@bvanseghi: Go
!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I forgot to set the value to 1. It now works all fine!!!!!!
Omg, this problem has been within the community for years. i must document........ thank you!
Tutorial up soon on how to work infestation!
0
@DrSuperEvil: Go
Alright. So, I set it to automatic, and even though the validator is under "validator array" and "autocast validator" areas, the building now morphs staight away.
Perhaps I set up the validator wrong?? Its "equal to"... I feel like that is the error here, but im not sure, haha.
If you need pictures I can gladly provide. :D
Thanks for helping btw
0
@onlyleviathan: Go
I suppose the easy route could be to LOWER the sound of the alert files. (Go to Data Editor>Sounds>(AlertTypeHere)>Volume(lower this to like -5)
0
@SC4Life: Go
(I tend to rant on problems, skip below to the - - - - - line to get your answer) Right.... so check upgrades, and search for an upgrade that might be required to use to the model.
Believe it or not, this same problem comes up with Primal Kerrigan (K5 Kerrigan). If the model has a requirement in-game, like for example, "have Nova DLC", then there will surely be an upgrade for it. This also works this way for unit Skin Exp Rewards.
Ooookay. Now if you find an upgrade for it, great! Now, in order to use the model, the game needs to pass the "Have DLC Nova" requirement as true... obviously not everyone will have it.
- - - - - -
Go to the data editor, got to requirements, see if there is something like "Have Nova DLC" or "Have ghost skin" or something like that.
When you find it, click it, click requirements on the right. A box should pop up, and there should be a field that says, "Count upgrade (upgradename) completed". DELETE this field.
Your model should now show up. Blizzard does this repulsive setup to register whether or not players are able to use the DLC feature.
Once again, the similar setup is used with experience reward models and dances/taunts.
0
Okay. This problem is 5 years old, and yet, some have solved it BUT ARE RELUCTANT TO ANSWER (not naming anyone, lol).
Anyways...
I have been able to make it so that when you use the "colony infestation" ability on a Terran structure, it applies the colony infestation behavior, as well as the model... however, the command card stays the same. I can't train infested units, only SCVs. This means that upon being infested, the structure did not "morph" to the infestable infested Command Center, which does have the correct command card.
Basically.... How can I make it so that a behavior (colony infestation) activates an ability morph (CC >>> Infested CC)? Preferably without triggers?
Thank you for any future replies, and uh, can we please solve this problem once and for all??
(P.S, yes, I have already done research on my topic before posting this. in fact, it's been 1 hour, 13 minutes of pure surfing and still, nothing).
0
@ArcaneDurandel: Go
Ah, alright. Using an effect didn't cross my mind. Thanks!
0
Hello! This is my second thread, my first getting a ton of support. Let's see how good the community is. ANYWAYS!...
I need to make an ability cost shields, plain and simple. The only problem is, I need it to drain the shields completely. No matter how much shields the unit has left. It's difficult to explain, so let me demonstrate:
A zealot has 50/80 shields. He uses the ability, and I want it to drain the 50 points of the 80, leaving him with 0/80 shields.
The way I have it set up right now is by having the cost be 100% of the units shields... sounds right, but in this case the Zealot needs 80/80 shields before he can cast the ability.
Can anyone help? Thanks! -bvanseghi
0
@ZMilla93: Go
Outstanding answer, I understand it completely. Im the type where a visual will work over words or text.
In English: Thank you for taking your time to answer! Not only do I benefit, but others in the future will benefit from this too.
Oh, and haha, it's a mod, not a map. My objective is to make a special unit spawn for only I, the developer, not out of selfishness, but purely for testing.
Thanks guys, problem solved. :D
0
@ArcaneDurandel: Go
Alright... So I did some playing around in the triggers, but can't seem to find what I am looking for.
0
So, essentially, all I need to do is acquire the player I.D, run a check on each player and see if the I.D matches, and if it does, allow that player to use these custom commands?