Title says it all, how do I fix the items tooltips displaying in a awkward position on the screen? (Clips into the inventory)
Bonus questions: Is it possible to: Keep inventory always open, hide open inventory button and move the inventory slots to where the open inventory button is? If so, how?
My unit has a transform ability, which moves another unit to its position (The ability does nothing on it's own, but it's referenced in triggers when it's finished casting). When it uses it's ability to transform, I want to put the transform on a cooldown on the unit that was moved in instead of the original caster. I have 2 transform abilities labeled (Transform To Human) and (Transform To Alien) given to each unit. (Transform to Alien for Human and vice versa)
Trigger:
Event: Any Unit uses any ability command at Complete stage (ignore shared abilities)
If (Triggering Ability) =´= Transform (To Alien)
Then: Add (16) seconds cooldown to cooldown (Transform to human) on ability (Transform to human) on unit (The moved unit, which has transform to human) (Index: Triggering Player, to make triggering easier)
-- I made this for the other ability aswell --
What happens now: First time I use the ability to transform to alien: No added cooldown to (Transform to human) for the alien unit, instead it applies the cooldown to the (Transform to alien) on the Human unit.
What I want to achieve: When the Human transforms to Alien, the Alien ability (Transform back to human) gets added a 16 second cooldown via triggers and vice versa for the human.
My siege tanks suddenly cost -50 minerals and 50 vespene to siege and unsiege. I haven't changed any ability costs and was wondering if this is a common issue because Ive seen it in other games before.
For the workaround, I gave the unit a regeneration behavior that did heal it to the modified Maximum life and then removed it. Works wonders for the time being.
So I'm trying to revive a unit which has Veterancy (levels) and set It's life to 100% but the Set Unit Property action, but when the unit revives it only has its default maximum life, is there a workaround for this?
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Why is this?
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Title says it all, how do I fix the items tooltips displaying in a awkward position on the screen? (Clips into the inventory)
Bonus questions: Is it possible to: Keep inventory always open, hide open inventory button and move the inventory slots to where the open inventory button is? If so, how?
Thank you for your attention :)
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In reply to jchardin64:
I also use the triggers because I want to save the facing angle and vitals of other unit.
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In reply to jchardin64:
I have no idea how I would do this in data, as I'm not very familiar with it.
Do you know how? I would appreciate it :)
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My unit has a transform ability, which moves another unit to its position (The ability does nothing on it's own, but it's referenced in triggers when it's finished casting). When it uses it's ability to transform, I want to put the transform on a cooldown on the unit that was moved in instead of the original caster. I have 2 transform abilities labeled (Transform To Human) and (Transform To Alien) given to each unit. (Transform to Alien for Human and vice versa)
Trigger:
Event: Any Unit uses any ability command at Complete stage (ignore shared abilities)
If (Triggering Ability) =´= Transform (To Alien)
Then: Add (16) seconds cooldown to cooldown (Transform to human) on ability (Transform to human) on unit (The moved unit, which has transform to human) (Index: Triggering Player, to make triggering easier)
-- I made this for the other ability aswell --
What happens now: First time I use the ability to transform to alien: No added cooldown to (Transform to human) for the alien unit, instead it applies the cooldown to the (Transform to alien) on the Human unit.
What I want to achieve: When the Human transforms to Alien, the Alien ability (Transform back to human) gets added a 16 second cooldown via triggers and vice versa for the human.
Thanks for any help with this issue :)
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Make it colored with the function: Text with Color and set text style: Set dialog item style
how didnt I notice that is beyond me :D
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bump, still interested :o
Im particularly interested about changing the color of a variable that is converted to text
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bump, still interested.
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In reply to AleviceJones:
Solved the problem for me. Thank you!
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My siege tanks suddenly cost -50 minerals and 50 vespene to siege and unsiege. I haven't changed any ability costs and was wondering if this is a common issue because Ive seen it in other games before.
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In reply to ragadozo88:
For the revive, you can set the death time of a unit in the data editor and it will work exactly as your workaround.
Ex. Unit dies and has a death time of 10, you can revive it within these 10 seconds, (you can put -1 to make it indefinite)
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Self explanatatory, the converted text is default and Im trying to make it colored and change its text style.
Thanks for any help in advance :)
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In reply to XiEntaj:
Worked wonders! Thank you!
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For the workaround, I gave the unit a regeneration behavior that did heal it to the modified Maximum life and then removed it. Works wonders for the time being.
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So I'm trying to revive a unit which has Veterancy (levels) and set It's life to 100% but the Set Unit Property action, but when the unit revives it only has its default maximum life, is there a workaround for this?