Hello,
in any unit actor, there is a field called "Status Bar Flags" and there you can click on "Charges". This enables the unit to display charges from an ability. (For example if you have 3 spider mines in your ability, then 3 blocks would show above the unit.) But the charges never appear in game at the status bar. Any idea how to activate it?
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Nice! Glad to hear that system is working for you.
I just messed around with the dynamic ability actions. It looks like with some tinkering we should be able to get our cloning to work perfectly :D
I've tested this out and it works great. The only problem I could foresee is possibly, since you're adding the 'AbilCmd' of each button manually in XML, that may count as actually adding the ability to the unit, which would then be capped at 31 (our original problem). But I don't think this is the case, since none of the abilities actually show up in the GUI list of the unit's abilities nor in the XML list '<AbilArray>' for the unit. They only show up as linked icons on the left underneath the unit's name under 'Abilities' in the context menu column to the left. So hopefully you can add as many buttons and AbilCmd ref's as you want.
What's cool is that it won't show any of the ability buttons when the cloner unit is selected, until you've added the ability using that PTR action.
Overall this means you can add any type of ability you want, at any time, in-game, to any unit.
I've attached a test map that uses key words entered by the player to "clone" abilities :)
Please see attached.
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But what you could do, (just thought of it) for needing more than 32 abilities max to clone, is to have a trigger replace the cloner unit with the same exact looking unit but just a replica unit type, that had the next set of 32 abilities.
So like the cloner unit tries to clone another unit's ability, and you run that other unit through a switch. If it ends up belonging to some pre-defined list of group B units (those with abilities 33-64), kill and replace the cloner unit with the exact same unit type except for a new XML ID and its abilities (which would be the ones 33-64) (just restore its xp, hp, and energy values etc. to what they were before it used the clone ability).
That way you could have an infinite amount of abilities to clone because you can just keep making new unit types that are duplicates of your original cloner unit, each with their own unique set of 32 different abilities in data.
Let me know if that made any sense, sorry couldn't think of a better way to write it out, and can't upload any more images ;/
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Here's an example of importing the Ultralisk model from SC2 to Blender.
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Go to the unit 'Vespene Geyser' in Data and remove the top actor event in its list of actor events: 'UnitBirth.VespeneGeyser-Create SoundEmitter VespeneGeyser_Ambience'.
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Go to the Data module and then open up Actors tab by hitting the small green plus sign and going to 'Edit Actor Data > Actors'.
Search for 'infested civilian'.
Select the actor 'Infested Civilian'.
On the right, double click the field for the section '(Basic) Event: Events - Send'. (The part on the right side of the division under 'Infested Civilian').
Scroll to near the bottom of the list that pops up and right click the flag that's labeled 'Actor Creation - Create InfestedCivilian_Moan' and select 'Remove Selection' (Note: Must right click the flag part, not the action part).
Hit 'OK'.
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This video is useful for setting up veterancy behaviors. It also includes extra information like scaling damage and health from leveling up.
*Data editing starts at t = 2:22