This of course returns an integer value, so to set your dialog text, you need to convert the integer to text via "Conversion - Convert Integer to Text" first.
You need to edit the "Probe - Build" ability. Click on the "Ability - Info" field and double-click on "Warp in Photon Cannon" and select your requirement from the buttons on the bottom. Setting up requirements for the individual button in the command card will not work.
This is all covered by the veterancy behavior. Check out the fields "Stats - Shared Fraction" and "Stats - Shared Radius", as well as "Behaviour - Share Filters".
Did you set the requirement in the builder's "command card+" field, or in the ability's "command+" field? There seems to be a bug with setting requirements in the unit's command card, requirements only seem to work when setting them up directly for the ability.
There are two models, "CrystalLarge_00.m3" and "CrystalLarge_01.m3", however the model only points to "CrystalLarge.m3". The "_00" and "_01" are appended automatically to the model path, whenever the variation count is greater than 1. When changing the variation count to 1, you will need to specifically set the model path to either one of those two models.
Well, you had "UnitBirth" in your events, without a specific unit selected for it. This means, whenever any unit is created, the actor will get attached.
With an integer variable i. If the expiring timer is not in your array, the while loop will increment i up to 20, the if( i == 20 ) catches this and stops evaluation of the trigger. Otherwise, the variable i will be the index of the expired timer.
What I wanted to do is dynamically change the middle row of the command card to the abilities associated with the items in your inventory, which is 5x1 slots. So if you had a medipack in the very left inventory slot, the ability in the corresponding command card field would change to some kind of "Use item - medi pack" ability, with the correct icon and such.
A brute-force method to make this work would be to create an ability for EACH item, for EACH inventory slot (thus each column in the command card). Then showing/hiding them via triggers, corresponding to the items in your quick slot. Of course this would quickly become overwhelming, so having only 5 buttons and changing their icon, tooltip and associated ability dynamically would have been much simpler.
So apparently there is no way to dynamically change the buttons in a unit's command card. Trying to change the command card directly results in the same error. Meh. There goes my custom inventory system with usable items.
So I've been fiddling around with the CatalogFieldValueSet function, and while everything works as intended for most fields, I have run across a presumably unsolvable issue. I have a button with Id 'UseItemAbility'.
results in the ominous "ErrorCatalogFieldNotWritten" error message when the command fires. Same with other fields, like "TintRacially". Can be read without problems, while setting it to anything results in error.
Other fields, like "name" can be set just fine.
Anyone encountered this problem or knows how to fix it? This is really bugging me =/
For WC3 there was a nice tool to convert .mdx model files to text-based .mdl format, allowing to make quick and easy changes. This was especially handy for example to quickly change texture paths and modify particle emitters (i just hate making particle emitters in 3dsmax). So my question is, is there some similar tool for .m3 models? I currently do not have a license (cough cough) for 3dsmax, so I'd rather edit models with a text editor =)
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Works fine for me:
This of course returns an integer value, so to set your dialog text, you need to convert the integer to text via "Conversion - Convert Integer to Text" first.
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Player - Player Property
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You need to edit the "Probe - Build" ability. Click on the "Ability - Info" field and double-click on "Warp in Photon Cannon" and select your requirement from the buttons on the bottom. Setting up requirements for the individual button in the command card will not work.
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This is all covered by the veterancy behavior. Check out the fields "Stats - Shared Fraction" and "Stats - Shared Radius", as well as "Behaviour - Share Filters".
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Did you set the requirement in the builder's "command card+" field, or in the ability's "command+" field? There seems to be a bug with setting requirements in the unit's command card, requirements only seem to work when setting them up directly for the ability.
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There are two models, "CrystalLarge_00.m3" and "CrystalLarge_01.m3", however the model only points to "CrystalLarge.m3". The "_00" and "_01" are appended automatically to the model path, whenever the variation count is greater than 1. When changing the variation count to 1, you will need to specifically set the model path to either one of those two models.
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Well, you had "UnitBirth" in your events, without a specific unit selected for it. This means, whenever any unit is created, the actor will get attached.
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Use a this while loop as the first action in the trigger:
With an integer variable i. If the expiring timer is not in your array, the while loop will increment i up to 20, the if( i == 20 ) catches this and stops evaluation of the trigger. Otherwise, the variable i will be the index of the expired timer.
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Thanks, but unfortunately this won't help.
What I wanted to do is dynamically change the middle row of the command card to the abilities associated with the items in your inventory, which is 5x1 slots. So if you had a medipack in the very left inventory slot, the ability in the corresponding command card field would change to some kind of "Use item - medi pack" ability, with the correct icon and such.
A brute-force method to make this work would be to create an ability for EACH item, for EACH inventory slot (thus each column in the command card). Then showing/hiding them via triggers, corresponding to the items in your quick slot. Of course this would quickly become overwhelming, so having only 5 buttons and changing their icon, tooltip and associated ability dynamically would have been much simpler.
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No, you're gonna need to edit the actor for the actual weapon projectile. Check out hte actors under Action/GenericAttack/
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Aw =(
So apparently there is no way to dynamically change the buttons in a unit's command card. Trying to change the command card directly results in the same error. Meh. There goes my custom inventory system with usable items.
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So I've been fiddling around with the CatalogFieldValueSet function, and while everything works as intended for most fields, I have run across a presumably unsolvable issue. I have a button with Id 'UseItemAbility'.
While
works like a charm, trying to set the exact same field via
results in the ominous "ErrorCatalogFieldNotWritten" error message when the command fires. Same with other fields, like "TintRacially". Can be read without problems, while setting it to anything results in error.
Other fields, like "name" can be set just fine.
Anyone encountered this problem or knows how to fix it? This is really bugging me =/
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noone knows? =(
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Hello there.
For WC3 there was a nice tool to convert .mdx model files to text-based .mdl format, allowing to make quick and easy changes. This was especially handy for example to quickly change texture paths and modify particle emitters (i just hate making particle emitters in 3dsmax). So my question is, is there some similar tool for .m3 models? I currently do not have a license (cough cough) for 3dsmax, so I'd rather edit models with a text editor =)
thx in advance