I don't know if this will happen to you, but I also do it the same way as DarkFireDragoon suggested. After you research the upgrade, the button does not go away and you can upgrade it again. What I did to overcome this was create Requirements that will count the upgrade so that it will show / use when it's 0 and not if it is higher. Attach that requirement to the upgrade in the research card of the CC (the same place where you set the time / minerals etc.)
If anybody knows of a better way to get this achieved, please tel me :)
You were both spot on! This works perfectly! Any ideas on how I could every time the damage gets dealt (in this case every 2 seconds it does 25 damage to the unit) to display a text tag above the unit taking damage showing -25? Is that possible?
Thanks for the suggestion. I tried this and used each and every option available in the drop down but this did not solve my problem. System still thinks Player 16 killed the unit.
When using this, do I have to set an effect as well? Keep in mind that this is not an effect I'm using but merely a buff.
I've read a couple of tutorials on this forum regarding the creation of a poison effect.
I've ended up creating a behavior buff that gets applied periodically. In the buff modifications + tab I've changed under Unit the life regeneration to -10 which will remove 10 life from the unit. This all works great. Except, now I have an issue with my trigger editor where I have to count the kills a player get.
I use Killing Player to get the player number of the player who Killed a unit and set it for an action Any Unit dies. Which all works great. Except if a unit dies from the poison behavior :( For some strange reason, Killing Player returns 16 when the unit dies from the Poison Behavior. If the tower kills the unit it works, but let's say the unit moves out of range of the tower but is still affected by the poison behavior and it dies because of it, the killing player is suddenly 16 and not the player who initially cast the behavior.
Any ideas on how to fix this so that the killing player is picked up as the actual player who cast the behavior on the creep?
Did you manage to get this working? I've been breaking my head over this but am unable to get it to work. I am able to add splat effects to the unit but so far found only two that works but resembles absolutely nothing to a square...
Thanks for the feedback, I did as suggested and followed some tutorials online on how to attach models to units. When in the data editor I can see my model attached to my unit but when building in game it does not display :(
Do you perhaps now of anything that I might have missed or know of a better tutorial to follow with something similar or exactly what I'm trying to do?
I have created custom units from the Ghost unit which works great. I have given it a 2 x 2 placing / pathing footprints which allows for nice mazing.
Only problem is, it's very difficult to maze since you can't see the 2 x 2 square the unit (tower) is occupying. Is there a way to add something like grass or sand or anything apart from the terrain being build on to clearly show the 2 x 2 square this unit occupies so that mazing can be easier?
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I don't know if this will happen to you, but I also do it the same way as DarkFireDragoon suggested. After you research the upgrade, the button does not go away and you can upgrade it again. What I did to overcome this was create Requirements that will count the upgrade so that it will show / use when it's 0 and not if it is higher. Attach that requirement to the upgrade in the research card of the CC (the same place where you set the time / minerals etc.)
If anybody knows of a better way to get this achieved, please tel me :)
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Ok, it is possible by doing the following :
Create a trigger that gets fired when an effect is used. Select the damaging effect and then create text tags above the unit using the effect.
Presto!
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@Robbepop: Go
@VoidPotato: Go
You were both spot on! This works perfectly! Any ideas on how I could every time the damage gets dealt (in this case every 2 seconds it does 25 damage to the unit) to display a text tag above the unit taking damage showing -25? Is that possible?
0
@DrSuperEvil: Go
Thanks for the suggestion. I tried this and used each and every option available in the drop down but this did not solve my problem. System still thinks Player 16 killed the unit.
When using this, do I have to set an effect as well? Keep in mind that this is not an effect I'm using but merely a buff.
0
I've read a couple of tutorials on this forum regarding the creation of a poison effect.
I've ended up creating a behavior buff that gets applied periodically. In the buff modifications + tab I've changed under Unit the life regeneration to -10 which will remove 10 life from the unit. This all works great. Except, now I have an issue with my trigger editor where I have to count the kills a player get.
I use Killing Player to get the player number of the player who Killed a unit and set it for an action Any Unit dies. Which all works great. Except if a unit dies from the poison behavior :( For some strange reason, Killing Player returns 16 when the unit dies from the Poison Behavior. If the tower kills the unit it works, but let's say the unit moves out of range of the tower but is still affected by the poison behavior and it dies because of it, the killing player is suddenly 16 and not the player who initially cast the behavior.
Any ideas on how to fix this so that the killing player is picked up as the actual player who cast the behavior on the creep?
0
@NuneShelping: Go
Did you manage to get this working? I've been breaking my head over this but am unable to get it to work. I am able to add splat effects to the unit but so far found only two that works but resembles absolutely nothing to a square...
0
@shardfenix: Go
Thanks for the feedback, I did as suggested and followed some tutorials online on how to attach models to units. When in the data editor I can see my model attached to my unit but when building in game it does not display :(
Do you perhaps now of anything that I might have missed or know of a better tutorial to follow with something similar or exactly what I'm trying to do?
0
I have created custom units from the Ghost unit which works great. I have given it a 2 x 2 placing / pathing footprints which allows for nice mazing.
Only problem is, it's very difficult to maze since you can't see the 2 x 2 square the unit (tower) is occupying. Is there a way to add something like grass or sand or anything apart from the terrain being build on to clearly show the 2 x 2 square this unit occupies so that mazing can be easier?
Any help would be greatly appreciated.