Hey Kueken, firstly EXCELLENT tute! I can follow your working step by step easily :).
Couple of things though... firstly i found that when making the missile unit for the Plasma Surge I had to link the actor using a Unit Birth event which I don't believe you included (the rest of your tute is very noob - friendly).
And the other problem is that my unit won't turn to face the target point... this causes the projectile to shoot in the direction the unit is facing instead of the direction chosen by the player... any thoughts?
Hey guys... just wondering if anyone can help... i have some behaviors that do the same things with unit modification (example being one behavior that increases movement speed by .7 and attack rate by 25% and a completely different mod that increases movement speed by 15% and attack rate by 20%) and the different behaviors do NOT stack with each other... one just makes the other on not work at all.
Also its not just the part of the modification that gets disabled... the whole buff just doesn't work if the unit has one will similar modifications.
I have three different units; eggs, pylons and supply depots.
These units are responsible for researching upgrades in my custom map.
I did not duplicate the units, merely adjusted their stats, behaviors and abilities.
The result is that changing anyone of those three unit's abilities or command card will make the same changes on all three... as though they were the same unit.
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@RaGeOrRiSe: Go
So i fixed the issue... i somehow deleted the effect range entry in the ability o.O
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@Kueken531: Go
Hey Kueken, firstly EXCELLENT tute! I can follow your working step by step easily :).
Couple of things though... firstly i found that when making the missile unit for the Plasma Surge I had to link the actor using a Unit Birth event which I don't believe you included (the rest of your tute is very noob - friendly).
And the other problem is that my unit won't turn to face the target point... this causes the projectile to shoot in the direction the unit is facing instead of the direction chosen by the player... any thoughts?
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So I still need help with this issue guys.
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Yes tried both of these.
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The buff is not on the unit... only the most beneficial buff is on the unit.
Also tried allowing more than one stack of each buff... didn't work :(
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@DrSuperEvil: Go
most of the items are set to 1 maximum.
but if they are different behaviors... shouldn't they stack?
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Hey guys... just wondering if anyone can help... i have some behaviors that do the same things with unit modification (example being one behavior that increases movement speed by .7 and attack rate by 25% and a completely different mod that increases movement speed by 15% and attack rate by 20%) and the different behaviors do NOT stack with each other... one just makes the other on not work at all.
Also its not just the part of the modification that gets disabled... the whole buff just doesn't work if the unit has one will similar modifications.
Any help?
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Probably a little late for an answer...
However if anyone encounters this same problem, the answer is to set the unit flag "pawnable" on any item (unit for the item) you want to be pawnable.
There is also an area in the unit editor that sets the pawn fraction (percentage of resources you will get back when you pawn an item)
Hope this helps someone :)
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So are you saying I have to make an entirely new unit?
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I would think that by duplicating the units there would be a high chance that their abilities would be linked... rather than the other way around.
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Bump!
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My problem is this:
I have three different units; eggs, pylons and supply depots.
These units are responsible for researching upgrades in my custom map.
I did not duplicate the units, merely adjusted their stats, behaviors and abilities.
The result is that changing anyone of those three unit's abilities or command card will make the same changes on all three... as though they were the same unit.
Any thoughts?