Is it possible to use the coop commander data (units and such), but not the trigger libraries? The triggers keep messing up my mod, but I need all of the data.
is there a way to disable an included library? Or override it by using the same ID elsewhere? If so, where can I see the IDs of...
I'm creating a mod that uses the Allow/Disallow Upgrade (and Unit) functions to determine what units and upgrades each player will have access to. At the start, everything is disallowed, then when players make their choices, the appropriate units and upgrades are allowed.
This works perfectly...
Crap, it's not, and I may not be able to let it, unless I can give the heroes something that makes them un-targetable by it besides being a hero.
Thanks for the help.
I would like two units to have Resistant Skin, but I also need them to be able to be given mana via a custom Siphon Mana with only the friendly effect (to give mana to a friendly unit). However, it seems Resistant Skin blocks even the friendly version.
Does anyone have a good way around this...
The auto-win is from the default trigger that all maps come with. It sets up all the standard melee stuff, including win conditions, starting units, day/night cycle, etc.
Comptuer players need start locations too. The start locations won't do anything if you don't specifically use them in a trigger (such as the standard melee setup trigger).
You should be able to select the Doodad palette then select and delete the doodad. You may need to select it with a box.
Back to working on this after a break. Choice 4 has documentation now, and I should have 5-7 done sometime soon. I'll probably do 5 tonight, since it's small.
[Edit]: Choice 5 is documented.
[Edit]: All choices documented.
Select the unit that has the ability, not the ability itself, and it should be the very first field: "Abilities - Default Active Ability"
If instead the first field is just "auto", then hit ctrl+D to set the view back to titles rather than raw data.
[Edit]: If neither of those is the first...
Depends on what you mean by passive. Like an aura that affects all nearby enemies or a random enemy every N seconds? The unit with the ability acts as if parasite was cast on it all the time?
The aura wouldn't be too hard. Just make a dummy aura that affects enemies, and when a unti dies...
I like the concept. Cool as a campaign level since it's not just a regular melee match with a story. It was pretty fun to play through.
So, some comments on what could be improved:
The first part felt like it dragged a little. If the hero has weird new custom abilities, it might have been...
I've been working on it off and on for about four years. Probably at least a few months of dedicated work.
Most of the size is from custom models I downloaded, since I ran out of regular ones to use.
The official thread for the mod is here...