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  1. HL.Clockwork

    Warcraft I and II Campain

    I am looking for the Warcarft I and II campain, rebuild for WCIII, any one knows good remakes? maybe with a link? or some info about this, what do u think? thanks ;)
  2. HL.Clockwork

    Using the catalog

    oh sorry ;) test crit Events Unit - Any Unit takes Fatal or Non-Fatal Any damage (from MK42 Machinegun effects) Local Variables attacker = No Unit <Unit> dmg_int = 0 <Integer> dmg_string = "" <String> rnd = 0 <Integer> crit_dmg...
  3. HL.Clockwork

    Using the catalog

    works, thanks ;) but now i see the next problem, game crashes. Is the use of catalog funktion limited ? testcrit Events TriggerAddEventUnitDamaged(null, c_unitDamageTypeAny, c_unitDamageEither, "MK_DMG") Local Variables attacker = null <unit> dmg_int...
  4. HL.Clockwork

    Using the catalog

    first, thank you ;) this is what i try to get the path of the effect damage. Variable - Set dmg 2 = (Count of values in Effects "MK_DMG" "CEffectDamage_Amount" for Player Any Player) but it does not work ;( MK_DMG is the id of my effect. using the number seems to be gone, the...
  5. HL.Clockwork

    Changing a Unit's Model

    ok then, go to the data editor, switch to the actor tab. Right click, create a new actor or copy one. then select this new created actor, and go to the right to corner, there is a line which points to nothing, or in the copy case to the unit, which used the original. Change this point to your...
  6. HL.Clockwork

    Changing a Unit's Model

    Data Editor -> go to the unit, search for actor in the left corner field. click on the actor most likely named like your unit. then select the "art" tab. there are several dropdown menus. one of them is "model" to change it to a blank value, select invisible ;)
  7. HL.Clockwork

    Using the catalog

    Hi, i have seen some suggetions to use the catalog funktions to solve some issuses. example set or get unit values. is there any nice tut about this? i would like to know: how can i exatly set or get data values of units. set weap dmg or get weap dmg? maybe an example codequote with some...
  8. HL.Clockwork

    Change Unit Attributes (Light, Armored, Bio) via Trigger

    Hi, i would like to change Unit Attributes (Light, Armored, Bio) via Trigger, but i cannot find an action which can do this? do i overlook something or do i have to do this in another way? thanks ;)
  9. HL.Clockwork

    Get number of player

    haha, now i got it, thanks u both of u ;)
  10. HL.Clockwork

    Editing the Build Commands

    so we can conclude that we cannot use existing slots? btw did try it with a complete fresh unit, ended with the same problem, not showing the abilitie-build up.
  11. HL.Clockwork

    Get number of player

    but in we there was a funktion to get the player and use the number as an integer. is this gone? with triggering i have to check: if triggering is player 1 then set p1 to 1. thats not nice :(
  12. HL.Clockwork

    Get number of player

    Well, i remeber using "get number of player" but cannot find it. I would like to check which player selected a dialog button.
  13. HL.Clockwork

    Changing/Apply Actors via Trigger

    ah nice, did not know there where a "invisible" model ;) thanks. someone knows if it is possible to change the name of a unit? maybe just the displayed name?
  14. HL.Clockwork

    Changing/Apply Actors via Trigger

    lol ok i did try this, but the actor attached to the origin does not follow the "unit" it just stay at its poit of creation. i dont want to make a trigger which let my model move ;) did i do something wrong? any other testings from other people ?
  15. HL.Clockwork

    Editing the Build Commands

    i had the exat same problem. i found out that there must be one setting which disables the abilitie "Build" which refers to the building u want to build, is set wrong. Thats why the submenu disappears. i only shows up when u an working abilitie on the card. try to add "move" and the...
  16. HL.Clockwork

    Changing/Apply Actors via Trigger

    hehe, yea thanks, that is the plan :D so which trigger allows me with which settings to change to added the actor model? i can only find attach to head etc...
  17. HL.Clockwork

    Changing/Apply Actors via Trigger

    Hi, I would like to know if it is possible to have a basic unit and apply different models to that unit. I would use this to not have to create several units for my TD and just use one unit which appearence and stats will be changed from round to round. Possible? and if so, how?
  18. HL.Clockwork

    SCV 2.0 and Supply Depot 2.0

    Ok, lol i solved the problem. I made a new map to show my problem, did it right the way before. it worked ... then redid it like i did before. works. :banghead: i dont know what went wrong. Thanks for suggesting to attach the map :D haha :P
  19. HL.Clockwork

    SCV 2.0 and Supply Depot 2.0

    Hi, i am not able to solve my problem. I want an SCV 2.0 (exat copy of the SCV but with one more buildig, able to build the SupplyDepot 2.0 which has a differend look and gives more supply) what i did: Copied the SCV. Set all settings, modified the build abilitie etc. Still able to...
  20. HL.Clockwork

    Adding actor to abilities

    update: The actor "Terran Construction" is now added to the Build abilitie. But it does not solve my problem. My builder unit does not show up the Submenus. I try to added the abilitie to build my building directly to the unit, but it does not show up ether. Both builder and building...
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