Blahr.
I had the same idea and it's getting on my nerves. I tried the behavior- figured I did everything right... but nope- no change in damage.
So I decided, 'Fine, I'll try this instead' and I set up an upgrade that only affected the unit I wanted it to affect.
Despite almost certainly knowing that it should work, it still doesn't.
He should try harder. ;P
I just tried it, and it worked... juuuust not in the way he wants, now that I reread it.
Well, sorry for intruding then. I'm unfamiliar with the 'Hero' system right now. *walks off*
Although... if you aren't stuck on using the built-in hero system, you could give hidden 'Custom Resources' for each level up, and then just have the ability have a cost. Just a possibility.
I seem to be a bit outnumbered here, but I'm pretty sure it is possible.
Under the Info+, there is a variable called 'Charge - Use'. If I recall correctly, modifying that will alter the used charges.
Well that's ironic.
Um.. I don't mean any offense at all; this really just happened coincidentally after you replied. (Though I did mumble 'bullshit' when I read your reply initially x3)
I changed its placement footprint to (doodad) and that fixed it.
Sorry!
Anyway, this is solved.
That would cause the same issue I mentioned last time. x_x
Doing that would disable it for ALL buildings. I don't want that. Command Centers and Hatcheries should still be unable to build nearby.
I was hoping that would be the solution, and I do see the 'Near Resources' that you're referring to, but it isn't checked anyway. The mover is 'Ground'.
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... k... well apparently I did it wrong the first time. Please hit me.
Anyway... back to the glow- is there any way to change the tint of an attached model in-game?
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Damnit, I just realized this would affect all the units. Changing back to Behavior so I can smash my face against the desk for a different reason.
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Blahr. I had the same idea and it's getting on my nerves. I tried the behavior- figured I did everything right... but nope- no change in damage. So I decided, 'Fine, I'll try this instead' and I set up an upgrade that only affected the unit I wanted it to affect. Despite almost certainly knowing that it should work, it still doesn't.
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Well crap. Is there any way to get a (Killing Unit)'s current damage then, so I could just do Modify and +1?
I've been looking, but I can't seem to find it.
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Data Editor -> Abilities -> Larva (Morph) -> Info + -> Add Unit -> Scroll to Leviathan -> Set prices and build time -> Test.
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Also, if you know how to increase damage per kill as well, that'd be neat.
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He should try harder. ;P I just tried it, and it worked... juuuust not in the way he wants, now that I reread it. Well, sorry for intruding then. I'm unfamiliar with the 'Hero' system right now. *walks off* Although... if you aren't stuck on using the built-in hero system, you could give hidden 'Custom Resources' for each level up, and then just have the ability have a cost. Just a possibility.
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I seem to be a bit outnumbered here, but I'm pretty sure it is possible. Under the Info+, there is a variable called 'Charge - Use'. If I recall correctly, modifying that will alter the used charges.
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So yea, as the title says I'm trying to create a unit that, when it kills enemy units, would glow brighter, on three different levels.
As in...
No kills- Regular One kill - Dull glow Two kill - Brighter Glow Three kill - Brightest Glow
One of the bigger problems is that I can't find a usable glow effect. Help?
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I was kind of hoping for a quick solution xD
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It simply remains at 0% and says that the size is 0 bytes, despite telling me clearly that it was 1.25 MB.
\
Halp?
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Well that's ironic. Um.. I don't mean any offense at all; this really just happened coincidentally after you replied. (Though I did mumble 'bullshit' when I read your reply initially x3) I changed its placement footprint to (doodad) and that fixed it. Sorry! Anyway, this is solved.
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That would cause the same issue I mentioned last time. x_x Doing that would disable it for ALL buildings. I don't want that. Command Centers and Hatcheries should still be unable to build nearby.
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I was hoping that would be the solution, and I do see the 'Near Resources' that you're referring to, but it isn't checked anyway. The mover is 'Ground'.
I am now more confused than when I began.
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Doesn't look like it. Besides, I want Command Centers to still receive the error ;;