Hey, so to me it sppears that 2 different units are using the same actor, look at the actor and see in the list the units it has connection to, right click on the one you dont want and explain link. Now you can see how this original unit is still being used by the actor, its prolly in the events.
in the future it might be helpfull to duplicate the actor instead of copy, use to have the same kind of problems when i started.
I see its your first post, not a very friendly introduction but i might be able to help you out.
A while ago i needed a refund trigger and made this small trigger that refunds 0.75 of the units original cost.
What i thought you could do is for every upgrade you do on this structure, add to the cost of that unit with the same amount that the upgrade cost.
So what to do:
Copy and adjust the trigger to your needs.
Make an instant effect ability and add it to the event of the trigger and the units commandcard.
For each upgrade on the unit you need to apply an effect that increases the cost of the unit by the amount of the upgrade cost.
This method will only work if the player has only 1 unit of this specific unit type and if you also want other players to also have this structure you must copy it and make a new one for each player.
I assume you want more units of this type for a single player so this means whenever a player has the unit with upgrades and wants to make a new one, the cost has increased.... I couldn't think of any other way, im not a pro so there is prolly a better way., but maybe this will lead you to ideas.
i never made a toggle ability, but i was thinking if this doent work you could also do it with a requirement right, if the behavior is on restrict the button, when its off allow it.
The response is fine but i always get stuck to where i have to load actor events.
i also hate that when i type a new search, when i type the first letter it alrdy is creating the whole list with acotrs/units which im not trying to search.
Is there a way to only make it create a list when i have pressed enter?
Hey can i join your sad panda club, my map got rated 2 stars by the first 5, now its never getting played again..............................................................................
guess ill be a happy panda again when MoP comes live xD
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ofc creating from scratch is always better but also very time consuming ;]
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@bjpiers123: Go
Hey, so to me it sppears that 2 different units are using the same actor, look at the actor and see in the list the units it has connection to, right click on the one you dont want and explain link. Now you can see how this original unit is still being used by the actor, its prolly in the events.
in the future it might be helpfull to duplicate the actor instead of copy, use to have the same kind of problems when i started.
maybe this helps maybe it donĀ“t,
good luck
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@ILikeKillAndYou: Go
so i did give you ideas, yay :p
You can close the topic yourself by edtiting the name.
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@ILikeKillAndYou: Go
I see its your first post, not a very friendly introduction but i might be able to help you out. A while ago i needed a refund trigger and made this small trigger that refunds 0.75 of the units original cost. What i thought you could do is for every upgrade you do on this structure, add to the cost of that unit with the same amount that the upgrade cost. So what to do:
This method will only work if the player has only 1 unit of this specific unit type and if you also want other players to also have this structure you must copy it and make a new one for each player.
I assume you want more units of this type for a single player so this means whenever a player has the unit with upgrades and wants to make a new one, the cost has increased.... I couldn't think of any other way, im not a pro so there is prolly a better way., but maybe this will lead you to ideas.
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@TheAlmaity: Go
i never made a toggle ability, but i was thinking if this doent work you could also do it with a requirement right, if the behavior is on restrict the button, when its off allow it.
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@Wampsie: Go
I think your problem is not having the lobby decide which players are on which team and share ally.
you put players in playergroup team1 but this is not actually team 1 accoording to the lobby slots.
so lets say lobby gets player 3 and 4 in team 1 and then you put player 3 and 4 in your game as team 2
and with setting the victory your refer to the team1 you have created but not actually team 1 from the lobby, see how this becomes messy/
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....
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@Wampsie: Go
hmm taking a look at the screens
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@Wampsie: Go
yes
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@DarkRevenantX: Go
The response is fine but i always get stuck to where i have to load actor events.
i also hate that when i type a new search, when i type the first letter it alrdy is creating the whole list with acotrs/units which im not trying to search.
Is there a way to only make it create a list when i have pressed enter?
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@Wampsie: Go
Make 2 global unit groups then after the units are created on the map run this(make sure you give heroes on your map heroic attribute):
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@Selfcreation: Go
You'll prolly have to do this with dialogs, so i suggest taking some dialog tutorials, i remember there being some dialog tutorials about hpbars.
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@Wampsie: Go
Hey, you could store the units per team in a unit group and do something like this:
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@zenx1: Go
Hey can i join your sad panda club, my map got rated 2 stars by the first 5, now its never getting played again..............................................................................
guess ill be a happy panda again when MoP comes live xD
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I did not notice this, but so true!