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    posted a message on Add A Glow Effect to A Zealot Per Kills

    ... 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?

    Posted in: Data
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    posted a message on Add A Glow Effect to A Zealot Per Kills

    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.

    Posted in: Data
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    posted a message on Add A Glow Effect to A Zealot Per Kills

    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.

    Psi Hunter
        Events
            Unit - Any Unit dies
        Local Variables
            Sapper Level = 0 <Integer>
        Conditions
            (Unit type of (Killing unit)) == Psi Hunter (Prisoner)
            (Player (Triggering player) treats player (Owner of (Killing unit)) as Enemy) == true
        Actions
            Variable - Set Sapper Level = (Psionic Sapper count for player (Owner of (Killing unit)), counting Queued Or Better)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Killing unit) kills (Current)) == 1
                Then
                    Actor - Attach Mineral Crystal Glow to Origin on (Killing unit)
                    Tech Tree - Add 1 to Psionic Sapper upgrade for player (Owner of (Killing unit))
                Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Killing unit) kills (Current)) == 2
                        Then
                            Actor - Attach Gas Canister Glow to Origin on (Killing unit)
                            Tech Tree - Add 1 to Psionic Sapper upgrade for player (Owner of (Killing unit))
                        Else
                            Actor - Attach Fire Medium to Weapon Bottom on (Killing unit)
                            Tech Tree - Add 1 to Psionic Sapper upgrade for player (Owner of (Killing unit))
    
    Posted in: Data
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    posted a message on Add A Glow Effect to A Zealot Per Kills

    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.

    Posted in: Data
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    posted a message on How to add the leviathan to a tech tree?

    Data Editor -> Abilities -> Larva (Morph) -> Info + -> Add Unit -> Scroll to Leviathan -> Set prices and build time -> Test.

    Posted in: Data
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    posted a message on Add A Glow Effect to A Zealot Per Kills

    Also, if you know how to increase damage per kill as well, that'd be neat.

    Posted in: Data
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    posted a message on How to make Learn Ability Point Cost more than 1

    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.

    Posted in: Data
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    posted a message on How to make Learn Ability Point Cost more than 1

    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.

    Posted in: Data
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    posted a message on Add A Glow Effect to A Zealot Per Kills

    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?

    Posted in: Data
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    posted a message on My Map Refuses to Publish

    I was kind of hoping for a quick solution xD

    Posted in: Miscellaneous Development
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    posted a message on My Map Refuses to Publish

    It simply remains at 0% and says that the size is 0 bytes, despite telling me clearly that it was 1.25 MB.

    \

    Halp?

    Posted in: Miscellaneous Development
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    posted a message on Too Close To Resources?

    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.

    Posted in: Data
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    posted a message on Too Close To Resources?

    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.

    Posted in: Data
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    posted a message on Too Close To Resources?

    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.

    Posted in: Data
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    posted a message on Too Close To Resources?

    Doesn't look like it. Besides, I want Command Centers to still receive the error ;;

    Posted in: Data
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