Awesome thanks I'm going to bookmark this thread for later so I can refer to it. The build time is only 2 seconds. I just wanted to see if I could get the construction model into the process to make it look cleaner. Right now now having a place holder while it's build it's kinda ugly.
The reason I asked is because I have a probe and changed the buildings that it summons but there is no warp in art/actor/morph whatever and I want to put it in there. I noticed it was missing a construction actor but when I duplicated it I could not find/set the original actor and I know at some point I need to go through and delete most of the junk data copy's. Should I just rename that and see if it works?
Is there a fast/easy way to duplicate abilities without making all of these copy's for actor and sounds? I don't like Junk data and I don't know how to make them call on the original actor/sound.
Alright I'll try to do that. I do not believe Abyss/water will come into play anytime soon if at all. Thanks for the help I'll look into it starting there. So basically i have the behavior change the unit to the flying copy? or just set the fly modify to the behavior?
Any suggestions as to what I should modify to make the Reaper's jet pack have the unit fly temporarily. Like jumping up to attack an air unit. I suppose I could trigger it but I think this would look cleaner.
I'm trying to find the field reference for the actor or a ranged attack. Like a stalkers attack actor so I can basically reflect it back at them. Any suggestions as to what it would be under?
Would also like a recommendation on how to trigger this. I may have figured out how to get the actor but now I'm not sure how to return it visually.
I basically want to make another unit explode like a baneling when it dies without making it go all suicide. Any suggestions as to what effects I should add to make it happen?
I noticed that since on of the patches (I have not worked on my map in a few years.) They put it a tooltip in the lower right hand corner that says press right mouse to move and A + left click to move to attack. Does anyone know where to modify this? I am going to use to display some unit information.
Or maybe just explain everything? Why you did what you did?
It's hard for me to grasp from just looking at the trigger.
I really do appreciate your help so far I'm just kind of a tactile learner so I can't fully grasp what's going on inside of the catalog from just looking at the trigger.
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Did they change force field somehow for sentry's? I want to put it on for another use but anytime I try to cast it it just says
"Error"
Even on a sentry I haven't even modified it yet.
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@Photoloss: Go
Awesome thanks I'm going to bookmark this thread for later so I can refer to it. The build time is only 2 seconds. I just wanted to see if I could get the construction model into the process to make it look cleaner. Right now now having a place holder while it's build it's kinda ugly.
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The reason I asked is because I have a probe and changed the buildings that it summons but there is no warp in art/actor/morph whatever and I want to put it in there. I noticed it was missing a construction actor but when I duplicated it I could not find/set the original actor and I know at some point I need to go through and delete most of the junk data copy's. Should I just rename that and see if it works?
Also thank you this has been helpful so far.
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Is there a fast/easy way to duplicate abilities without making all of these copy's for actor and sounds? I don't like Junk data and I don't know how to make them call on the original actor/sound.
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Alright I'll try to do that. I do not believe Abyss/water will come into play anytime soon if at all. Thanks for the help I'll look into it starting there. So basically i have the behavior change the unit to the flying copy? or just set the fly modify to the behavior?
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Any suggestions as to what I should modify to make the Reaper's jet pack have the unit fly temporarily. Like jumping up to attack an air unit. I suppose I could trigger it but I think this would look cleaner.
0
I'm trying to find the field reference for the actor or a ranged attack. Like a stalkers attack actor so I can basically reflect it back at them. Any suggestions as to what it would be under?
Would also like a recommendation on how to trigger this. I may have figured out how to get the actor but now I'm not sure how to return it visually.
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I've been looking but I can't find it yet. I'll keep looking though thanks for the help.
Found it thanks I was looking in the wrong area it's under the combat tab of the behavior.
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I basically want to make another unit explode like a baneling when it dies without making it go all suicide. Any suggestions as to what effects I should add to make it happen?
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Awesome thanks. That thing was irritating me to no end.
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I noticed that since on of the patches (I have not worked on my map in a few years.) They put it a tooltip in the lower right hand corner that says press right mouse to move and A + left click to move to attack. Does anyone know where to modify this? I am going to use to display some unit information.
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Nice thanks got it working. Just took some fiddling with stuff to get it sorted out.
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Okay so here's what I have it trying to do. I don't know where i messed this up but it's not working properly...
Get Bounty 2
Options: Function
Return Type: Integer
Parameters
Player = 0 <Integer>
Unit = No Unit <Unit>
Grammar Text: Get Bounty 2(Player, Unit)
Hint Text: (None)
Custom Script Code
Local Variables
Bounty = 0 <Integer>
Actions Variable - Set Bounty = (Value of Units (Unit type of Unit) KillResource[0] for player Any Player as an integer)
General - Return Bounty
This is where/how I'm trying to use it.
Critical Strike
Events
Unit - Any Unit takes Non-Fatal Melee damage (from Any effects)
Local Variables
Bounty (Temp) = (Text(Bounty)) <Text>
Critical test 2 = (Random integer between 1 and 25) <Integer>
Bonuscritdamage = (Random integer between 5 and 20) <Integer>
Conditions
(Unit type of (Damaging unit)) == Master Sword Warrior
((Unit type of (Triggering unit)) has Structure attribute) == False Actions
Get Bounty 2((Owner of (Damaging unit)), (Damaging unit))
Any Suggestions?
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Alright I'll try my best thanks for your help.
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How do I set Get Bounty to a unit that just died?
Or maybe just explain everything? Why you did what you did?
It's hard for me to grasp from just looking at the trigger.
I really do appreciate your help so far I'm just kind of a tactile learner so I can't fully grasp what's going on inside of the catalog from just looking at the trigger.