Is there any way to hide the unit costs on the tooltip for the button that trains them?
I need to have the custom resource cost hidden while still showing the mineral cost.
I'm pretty sure it's under the abilities data type.
Click the name of the morph ability, then go to Ability - Commands + and change the button for cancel.
I have an income system on my map based on the score - produce stat and it's all working brilliantly except for one thing.
The basic setup of the map is that you have a nexus and it's spawning units, every time it spawn a unit you get so much income based on the produce score of the unit. Like I said that all works great. My problem is that I want there to be a button that lets you upgrade the basic nexus into an advanced nexus for spawning better units and when you do that I want it to add a certain amount to the income which would mean making it add to the produce score.
I currently have it set up using a morph ability but when I have it morph it doesn't apply the score. I tried having it just add to the income variable but that won't work with how I have it set up.
Is there anything I can do as far as anyone knows or am I better of just having it remove the basic nexus and then spawning the advanced nexus where it was?
Ah, I was even thinking it might need to be a global variable but didn't try it. That'll teach me.
The reason I was having it spawn and then remove a unit is that the units are spawned by players 1-4 from nexuses but need be be controlled by player 9. I also originally had it spawning at both rather than alternating, so I guess your way would make more sense with how I'm trying to make it now, but before I don't think it would have worked before. So basically I'm too lazy to fix it now.
I have a trigger set up that as far as I can tell should return 1 and 0 alternating but instead it's returning 1 every time.
Am I doing something wrong? And is there an easier way to get this working?
What I'm trying to is when I spawn a unit from a certain structure it removes the unit and creates one in one of two regions alternating between the two each time.
I'm trying to make a map similar to the WC3 Hero Line Wars maps but I've hit a bit of a roadblock.
I'm trying to make a nexus that is used for spawning creeps, and I've got all of that working fine, but I want each creep spawning button to have a limited number of charges that refill over time.
My problem is that while I've got the charge limit set fine and everything I can't get it to refill correctly. I tried using Charge - Time Start but that didn't seem to do anything so I tried Charge - Time Use which seemed to work at first but rather than adding a charge every second it takes one second for the first charge to refill, and then two for the second, three for the third and so on.
So am I doing something wrong or what? Is there some option I'm missing?
0
I'm gong to bump this one last time in hope of some help.
0
Anyone?
0
Does anyone have any ideas about this? I'd really appreciate it.
0
Is there any way to hide the unit costs on the tooltip for the button that trains them? I need to have the custom resource cost hidden while still showing the mineral cost.
0
I'm pretty sure it's under the abilities data type. Click the name of the morph ability, then go to Ability - Commands + and change the button for cancel.
0
I have an income system on my map based on the score - produce stat and it's all working brilliantly except for one thing.
The basic setup of the map is that you have a nexus and it's spawning units, every time it spawn a unit you get so much income based on the produce score of the unit. Like I said that all works great. My problem is that I want there to be a button that lets you upgrade the basic nexus into an advanced nexus for spawning better units and when you do that I want it to add a certain amount to the income which would mean making it add to the produce score.
I currently have it set up using a morph ability but when I have it morph it doesn't apply the score. I tried having it just add to the income variable but that won't work with how I have it set up.
Is there anything I can do as far as anyone knows or am I better of just having it remove the basic nexus and then spawning the advanced nexus where it was?
0
Ah, I was even thinking it might need to be a global variable but didn't try it. That'll teach me. The reason I was having it spawn and then remove a unit is that the units are spawned by players 1-4 from nexuses but need be be controlled by player 9. I also originally had it spawning at both rather than alternating, so I guess your way would make more sense with how I'm trying to make it now, but before I don't think it would have worked before. So basically I'm too lazy to fix it now.
0
I have a trigger set up that as far as I can tell should return 1 and 0 alternating but instead it's returning 1 every time. Am I doing something wrong? And is there an easier way to get this working?
What I'm trying to is when I spawn a unit from a certain structure it removes the unit and creates one in one of two regions alternating between the two each time.
0
So, any ideas?
0
I'm trying to make a map similar to the WC3 Hero Line Wars maps but I've hit a bit of a roadblock.
I'm trying to make a nexus that is used for spawning creeps, and I've got all of that working fine, but I want each creep spawning button to have a limited number of charges that refill over time.
My problem is that while I've got the charge limit set fine and everything I can't get it to refill correctly. I tried using Charge - Time Start but that didn't seem to do anything so I tried Charge - Time Use which seemed to work at first but rather than adding a charge every second it takes one second for the first charge to refill, and then two for the second, three for the third and so on.
So am I doing something wrong or what? Is there some option I'm missing?