Found out the problem, the warp in flash animation has a sequence where the model is swapped back to the standard model.
So I copied the event added a validator and changed the modelswap.
A noticed it because there's a similar problem with the warp prism (but it disappears when you morph it).
However the mothership button thing still eludes me, but I know how to avoid it now.
I reverted everything to Novastoryassets, double checked the events, all the modelswaps are there with the right validators...
So I give my player Dark Protoss....And the oracle model doesn't change.
another enigma: The original Warp in Mothership button never works for some reason, it always switches back to mothership core icon....even if it's added nowhere in the data. Ended up using rebuilt icon from scratch, very strange.
It seems that there are no icons for Tal'darim versions of units except those we use in the campaign with the exception of the oracle (which appeared later in nova covert ops).
I've been looked around for an icon for the Tal'darim Zealot, can't find one anywhere, I'm sure someone must have made one if not it shouldn't be too difficult would it?
So could somebody either make or link me to usable icons for the Tal'darim versions of the following units: Zealot,Phoenix, Carrier, Tempest, Scout...In that order of priority.
Probe, Stalker and Warp Prism would be nice too, but since Alarak is coming to Co-op missions soon enough don't bother unless you feel like showing off how good you are, or have plenty of free time.
They would be really helpful to quite a few people, so thanks in advance :>]
You're too vague, I have no idea what you mean, and don't make a comparison to WoW, serious 'craft players and moders will lynch you if you mention it again.
It's quite simple, just use the "AND" so you can include multiple nodes, and use the "NOT" node for things that could disable your ability.
Here's an example using the ghost's activated cloaking ability being disabled by researching permanent cloaking.
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Found out the problem, the warp in flash animation has a sequence where the model is swapped back to the standard model. So I copied the event added a validator and changed the modelswap.
A noticed it because there's a similar problem with the warp prism (but it disappears when you morph it).
However the mothership button thing still eludes me, but I know how to avoid it now.
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This is for the Oracle actor:
I reverted everything to Novastoryassets, double checked the events, all the modelswaps are there with the right validators... So I give my player Dark Protoss....And the oracle model doesn't change.
another enigma: The original Warp in Mothership button never works for some reason, it always switches back to mothership core icon....even if it's added nowhere in the data. Ended up using rebuilt icon from scratch, very strange.
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@herdal8: Go
Many thanks, but you were so quick now I regret not asking for buildings (shield battery, stargate, fleet beacon).
Very helpful your efforts will advance you in the chain of ascension.
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Might I suggest you look at the phoenix and reverse engineer it from there.
Instead of a turret it rotates on its axis.
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It seems that there are no icons for Tal'darim versions of units except those we use in the campaign with the exception of the oracle (which appeared later in nova covert ops).
I've been looked around for an icon for the Tal'darim Zealot, can't find one anywhere, I'm sure someone must have made one if not it shouldn't be too difficult would it?
So could somebody either make or link me to usable icons for the Tal'darim versions of the following units: Zealot,Phoenix, Carrier, Tempest, Scout...In that order of priority.
Probe, Stalker and Warp Prism would be nice too, but since Alarak is coming to Co-op missions soon enough don't bother unless you feel like showing off how good you are, or have plenty of free time.
They would be really helpful to quite a few people, so thanks in advance :>]
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@DrSuperEvil: Go
That's awfully complicated, I ended up creating a behaviour that requires a unit to be hidden for it to work, but it's good to know for the future.
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But in order for that to work you would need to remove those effects when docked.
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@Scythe1250: Go
You're too vague, I have no idea what you mean, and don't make a comparison to WoW, serious 'craft players and moders will lynch you if you mention it again.
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@Scythe1250: Go
This sounds like it is operated best with triggers, why are you in the data section?
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@Necromoni: Go
Switch to detail view.
With the 7 Tabs at the top, you should stay in the 'behaviour' tab. Below that there are 7 sub tabs, you wish to go unto combat.
Just scroll down and you should see a "damage dealt maximum" part.
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@li5445: Go
It's quite simple, just use the "AND" so you can include multiple nodes, and use the "NOT" node for things that could disable your ability. Here's an example using the ghost's activated cloaking ability being disabled by researching permanent cloaking.
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Okay how? I don't think there's anyway for launching/being out of a hangar to suppress behaviours.
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@li5445: Go
quite simple.
Use the NOT argument.
So using ability requires X upgrade, but you can add the very same thing but put NOT, on top.
Look at how all upgrades use the not argument as part of their requirements.
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Is there a way to apply an effect on ammo units dependent on them being docked?
Like for example, having interceptors docked on the carrier regain health over time as long as they're docked, and only when they're docked.
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Regarding the 'Clone' ability:
I tried using it on a clone of the Mothership Core.
It comes up with an error, for some reason it requires a unit to turn and gives an error as if it can't even though the unit I tested it on can move.