I found out what the problem was. When duplicating the unit, the actor didn't link correctly. All you have to do is go to actors and search for "Evolution Chamber Copy" and link that to the unit you duplicated by changing the token value. Make sure you change the name of the duplicated unit first.
Edit: Also you will have to go to the Evo Chamber copy actor and change the events. Change:
UnitBirth.EvolutionChamberCreate
to
UnitBirth.<yourunit>Create
Do the same thing for unit death.
Also you don't need to duplicate the actor, not the model.
Thank you Sir. So there is hope, both in tackling the original problem using the data editor and in people actually reading and thinking before responding (a shout out to the "Bicycle Shed Effect").
Thank you once again.
You do realize you never told us your problem. Read TocoMan's post.
Create a unit. Place one per player on the map. Give the unit a behaviour. Set the behaviour's duration to 0.125 sec. Set the initial effect to modify the source player's resources. Set the final effect to be Suicide.
Again, allot of work for something you can do with two lines of code.
To be completely honest, it's dumb not to use a trigger. There is no reason not to. Don't try to do something fancy with the data editor and waste time.
Not really my kind of game, but I did play the practice mode for a bit. Looks very polished / presentable and like a lot of work was put into it. Good job.
You don't use the import module to copy and paste from one map to another. Just have both maps open and copy from one map, switch to the other in the window menu, and paste to the desired map.
Unless it needs to walk like a spider mine that seems unnecessary. Can't you just give it a periodic search effect with whatever range you want it to trigger at? You can then use an effect to apply whatever buff you want and to destroy the trap if you want. (destroying is just making a damage effect that does lethal damage to source).
This is what came to mind to me first as well. It's the most logical and simplest to do.
Can you be a bit more specific with that? Are you referencing to the unit these actors are attached to, or something else?
Also I only have one attached SO attached to the attached actor (the actor that is attaching to the unit). So maybe thats why i'm confused when you said the order of SOops.
Quick question, I tried to create a local offset actor and attached it to my attachment actor, and it seems I didn't do this 100% correctly. The SO local offset operation shows that it's correctly attached but the attachment remains in the same location. Can you give me a quick rundown of the proper way to do this?
Not sure, if I understand you correctly. You want to attach actors to another actor, but you don't want to use the usual attachment points. You want to create your own ones?
You can only attach to attachment points, which are available at the model file (you can show them, when you watch a model in the previewer).
A marine does not have a "chest" attachment point (and no "foot" either), so trying to attach something to chest should fail and probably fallback to center.
It seems I have forgotten that attachment points are limited by the models in question. Although I did not know you could view the available attachment points in the previewer. That will come in handy.
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@Mephs: Go
Planar requires more DPS!
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@REDlandry: Go
I found out what the problem was. When duplicating the unit, the actor didn't link correctly. All you have to do is go to actors and search for "Evolution Chamber Copy" and link that to the unit you duplicated by changing the token value. Make sure you change the name of the duplicated unit first.
Edit: Also you will have to go to the Evo Chamber copy actor and change the events. Change:
to
Do the same thing for unit death.
Also you don't need to duplicate the actor, not the model.
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You do realize you never told us your problem. Read TocoMan's post.
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@zeldarules28: Go
It is, renaming anything won't give you any issues.
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Again, allot of work for something you can do with two lines of code.
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@kmkkmk: Go
To be completely honest, it's dumb not to use a trigger. There is no reason not to. Don't try to do something fancy with the data editor and waste time.
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@kmkkmk: Go
Yes, once you select that option, there should be a value at the bottom to change. The "100" should be clickable to edit.
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You rather play typing slow passed games?! :P
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@Terhonator: Go
You don't use the import module to copy and paste from one map to another. Just have both maps open and copy from one map, switch to the other in the window menu, and paste to the desired map.
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This is what came to mind to me first as well. It's the most logical and simplest to do.
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@DrSuperEvil: Go
Got it, thanks.
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@andgarrett: Go
Why don't you just change the height of the model itself? Or create a custom model if needed be with your exact height.
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@DrSuperEvil: Go
Can you be a bit more specific with that? Are you referencing to the unit these actors are attached to, or something else?
Also I only have one attached SO attached to the attached actor (the actor that is attaching to the unit). So maybe thats why i'm confused when you said the order of SOops.
0
@silvermage: Go
Quick question, I tried to create a local offset actor and attached it to my attachment actor, and it seems I didn't do this 100% correctly. The SO local offset operation shows that it's correctly attached but the attachment remains in the same location. Can you give me a quick rundown of the proper way to do this?
Thanks in advance.
0
It seems I have forgotten that attachment points are limited by the models in question. Although I did not know you could view the available attachment points in the previewer. That will come in handy.
Thanks.