Im trying to make Tomes of Agility, Strength and Intel. I have the hold items with attribute buff working but I cant get the tomes to work and I don't see any tutorials about it. So the hero picks up item and it is instantly used and permanently increases an attribute.
I am using the War3 Mod and I am creating custom hero attributes.
I made my own custom Agility, Strength and Intell based off of CBehaviorAttribute.CoreSC2mod
Every time I change the info on one of them the change is made on everyone.
I probably should have defined what I was trying to do first off...
Looks like this will not work from what Im trying to do.
I want to spawn an enemy unit and assign it a color, Red, Blue or Green.
My hero has a 3 spells Kill Red, Blue or Green.
The Red spell only works on Red enemies, Blue spell on blue etc...
I'm guessing I do this thru effects and behaviors.
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Thanks guys!
This is what Im trying to do. http://www.sc2mapster.com/forums/resources/tutorials/12163-data-creating-a-powerup-item-that-activates-when-touched/#p7
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Hey everyone,
Im trying to make Tomes of Agility, Strength and Intel. I have the hold items with attribute buff working but I cant get the tomes to work and I don't see any tutorials about it. So the hero picks up item and it is instantly used and permanently increases an attribute.
Thanks!
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Hello,
I am using the War3 Mod and I am creating custom hero attributes. I made my own custom Agility, Strength and Intell based off of CBehaviorAttribute.CoreSC2mod Every time I change the info on one of them the change is made on everyone.
Is there a way to turn this off? Thanks!
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Thanks Ragadozo!
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I'm having a hard time getting the cancel upgrade from townhall > keep > castle actor to work. AbilMorph.UpgradetoHumanCastle.Cancel
When I hit the cancel button it looks like the "AbilMorph.UpgradetoHumanCastle.Finish" is getting triggered instead.
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The way I get my human building construction actors to work is like this. Make sure your building actor has these three events.
Add
Unit.Construction.UnitName.Start
- Create
Unit.Construction.UnitName.Start
- Animation Play Birth (Set time variant to build time and check duration)
Unit.Construction.UnitName.Finish
- Destroy
Delete
UnitBirth.*.Normal
- Animation Play Birth Birth 0 0
Training unit animation doesn't seem to work out of the box either. AbilTrain.HumanBarracksTrain.Start
- Animation Play Work Forever
AbilTrain.HumanBarracksTrain.Finish
- Animation Play Stand
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The source of the spell power is coming from a Veterency behavior.
So I would like for it to show up next to the units armor.
I should do it on the spell tooltip as well though, Thanks!.
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My hero unit's have spell power. How do I get the value to show up in the Unit's UI Panel?
Thanks
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Thanks guys got it! This is what I did.
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@FunBotan: Go
Im looking under the snipe ability.
Which field would I modify to check for target buff/behavior?
I see target filters?
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I probably should have defined what I was trying to do first off...
Looks like this will not work from what Im trying to do.
I want to spawn an enemy unit and assign it a color, Red, Blue or Green.
My hero has a 3 spells Kill Red, Blue or Green.
The Red spell only works on Red enemies, Blue spell on blue etc...
I'm guessing I do this thru effects and behaviors.
0
I see where to do it in the Object editor. Simple check boxes.
I want to do this in game with triggers on a regular basis. Is that possible?
The "Catalog Field Value Set" looks a little scary. It looks like I have to type in values?
http://www.hiveworkshop.com/forums/trigger-gui-galaxy-ai-scripts-657/catalog-functions-178518/
This looks a good how to tutorial on how to use this action.
0.954997471768077
I love you! Thanks so much.
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http://www.sc2mapster.com/forums/development/map-development/2322-change-a-unit-or-models-color/
Looks like the best way to do it is with triggers. Sorry for repost.