- Joined
- Aug 13, 2007
- Messages
- 309
I'm making a multi-map and one of the game modes involves sheep farming...
To make things simple, I like to have one unit per species, having two units results in tons of scripting for my mating system & other parts. I also hate the damned data editor with a passion and want to create a dummy unit for my projectiles system which I can then swap the model of to whatever I like using scripting.
When I use:
to change the civilian males model to a female, it works, BUT the death models don't change >_<! I can't figure out how to change them as well.
Actors make me want to go on a murderous rampage trying to figure them out, there's just no tutorials out there that I can find that explain them.
As for my projectiles system, scripting the movement of the projectiles results in lots of choppiness & random crap happening, so I need to make some unit which then just moves forward ignoring everything until it collides with something and dies, in which I would use scripting to apply damage & so on.
I'm guessing I have to use one of these, but I don't know how, and I'm not even sure if these are the right functions...
lp_percent is what Blizzard calls their parameter variable "Variation" for some reason. It really should be lp_variation.
mfw
↓
To make things simple, I like to have one unit per species, having two units results in tons of scripting for my mating system & other parts. I also hate the damned data editor with a passion and want to create a dummy unit for my projectiles system which I can then swap the model of to whatever I like using scripting.
When I use:
JASS:
libNtve_gf_UnitSetVariation(lv_u, "CivilianFemale", RandomInt(1, 2), "");
Actors make me want to go on a murderous rampage trying to figure them out, there's just no tutorials out there that I can find that explain them.
As for my projectiles system, scripting the movement of the projectiles results in lots of choppiness & random crap happening, so I need to make some unit which then just moves forward ignoring everything until it collides with something and dies, in which I would use scripting to apply damage & so on.
I'm guessing I have to use one of these, but I don't know how, and I'm not even sure if these are the right functions...
JASS:
ActorSendTo(ActorFrom("IDK wtf goes here"), "or here", libNtve_gf_ModelSwap(lp_model, lp_percent));
lp_percent is what Blizzard calls their parameter variable "Variation" for some reason. It really should be lp_variation.
mfw
↓