I've just been going through the data editor using texture swap tutorials and all that. Everything works, but that field texture information isn't used in any of them. What is it? how does it work? I've been trying figure out what the heck it does for a while now, and i figured that at least some of you out there are smarter than me and probably have figured it out. If you guys could shed some light on this field in the data editor that would be great. Also what expressions can i use for it?
the sand bags are all in a unit group right. then try this for your check of if there is a sand bag there.: ((position of ( closest unit to (position of (Acquired target)) in (sandbags)) is in region ((x of (position of (Acquired target))), ((y of (position of (Acquired target))), (x of (position of (triggering unit))), ((y of (position of (triggering unit))) == true
so what you're saying is that you did all that we suggested. then it should work. here i'll post my own example map of a seige tank morph being duplicated. show me that what we said doesn't work.
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so does anyone know how texture information works?
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actors tab
your actor
events +
behavior.(name of behavior).on
-create
behavior.(name of behavior).off
-destroy
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the field is under the models tab in data, just beneath texture declarations.
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some expressions i've found so far
+ many more
+ many more
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I've just been going through the data editor using texture swap tutorials and all that. Everything works, but that field texture information isn't used in any of them. What is it? how does it work? I've been trying figure out what the heck it does for a while now, and i figured that at least some of you out there are smarter than me and probably have figured it out. If you guys could shed some light on this field in the data editor that would be great. Also what expressions can i use for it?
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here is catalyst, i know that it has a shield system similiar to what you are asking for, why don't you take a look at the map.
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any unit is selected, if unit data[1].unit then set properties accessed to unit data[1].
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meh pathign is simple to do with spawning invisible units, just have to make sure to spawn the right type.
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When players are tied for kills it will go with the highest numbered player.
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the sand bags are all in a unit group right. then try this for your check of if there is a sand bag there.:
((position of ( closest unit to (position of (Acquired target)) in (sandbags)) is in region ((x of (position of (Acquired target))), ((y of (position of (Acquired target))), (x of (position of (triggering unit))), ((y of (position of (triggering unit))) == true
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essentially you need to run a periodic check that sorts the players on kills into the correct order, here i'll work on an example map for you.
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could make it place an invisible dummy unit that would stop people from building as well.
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so what you're saying is that you did all that we suggested. then it should work. here i'll post my own example map of a seige tank morph being duplicated. show me that what we said doesn't work.
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yes the events in the actor event must match the names of your duplicated units or it won't work. also check what your guys morph into for sure.
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very interesting if ever see it up on bnet i'll que it up right away.