I'm not exactly sure how to use the Catalog Action. I keep getting an in-game error saying that the value is out of bounds. Here's what the action has:
Catalog: Units {The value I'm editing is from a unit type}
Entry: Sniper {This is the units token id}
Field: Collide {Not sure if this part...
Is it possible to change a units collision types with triggers/script? Or be able to make a certain player's units collide with only certain other players?
ex: Player A's marines collide with and can't walk through Player B's marines, but do not collide with and can walk through Player C's marines?
Is there a way to edit the list of possible unit type attributes?
Each weapon can have damage bonus to certain unit types. ex: The ghost's canister rifle does +10dmg to light type (other types include mechanical, biological, massive, psionic, etc).
I want to add in my own custom types and...
If you edit most objects for the first time they will create a new copy for you and lock the original one now. Go to any unit or whatever and make any change and see.
I don't think there's a a way to write a trigger/library as pure code yet. Don't worry though, you're not the only one who is waiting on this.
WTB a way to convert the entire trigger to pure script and go from there.
I just tried deleting and recreating the entire behavior exactly the same as it was before and now it doesn't bug anymore. It also could have been the patch that came out yesterday (I didn't update until later that night).
The veterancy bug still exists though.
The attribute change for veterancy is most likely a bug with the editor.
As for the attribute itself and that problem, just create an attribute and make its only change Damage Dealt (scaled) - Ranged and it will bug your unit when it gains a point. I've also tried adding hp and armor, which...
For the global variables: In the trigger editor, on the bottom half of the left panel (where you add new triggers and such), you can right click and go to new->variable, or its the 2nd to last button on the toolbar. All variables created this way are global. if you create a variable inside a...
Has anyone else noticed either of these 2 bugs:
1) When adding an attribute change to a Veterancy Behavior (aka experence), you can then delete the change and hit ok, but the change remains. The only way to remove the attribute change is to delete and recreate the entire behavior.
2) When...
That works, however the actor still appears on the original unit as well.
IE: I create a new unit, then make a new actor based off the marine. I change the unitName token(on the new actor) to my new unit. The new unit gets all the actors and such but the original marine still has this new copy...
I'm trying to create a new unit, but it doesn't have any actors/models in it. where do I specify which actor/models the unit uses?
Edit: nvm I think I fixed it. Had to change events - terms under actor.
I'm trying to set up a dummy caster for some trigger spells, however I'm encountering some issues:
I need to make the unit not visible under any circumstance. I can not set the model file to nothing as this will cause several ability graphics (stuff the unit will be casting) to not work...
I know about loops and stuff, was just wondering if jass had a increment option built in as a shortcut for my code.
ie: this.blahblahblah = this.blahblahblah + 1 vs this.blahblahblah++ ,etc
Does Jass have an easy way to increment/decrement variables?
ex: For a integer variable 'index', some languages have increment operators such as index++ or index+= 1.
Or am I stuck with:
set index = index + 1
Just wondering.
call SetUnitFacing( 'unit', 270.00)
or
Custom Script: call SetUnitFacing( 'unit', 270.00)
For the attack you can use a Unit Group - Issue Order Targeting a Unit/Point, and use attack-move.
ex: Unit Group - Order (Your Group of Units) to Attack-Move To (Center of (Your Base Area))