I have 0 experience with the WC3 Editor, and with how difficult the GE is, I'm just simply trying to create a (supposedly) simple map for the sake of getting SOMETHING finished (and learn stuff in the process). I just have a few questions that I cannot for the life of me figure out.
1) How do you change the cost (and time) of units to build them?
2) How can I completely remove the food indicator in the top right?
3) How does one go about getting the start location to be centered on game start for specific players? Only thing I can figure out is to attach to a region.. which defeats the purpose of a start location, in my eyes, and it causes it to center for all the players on that one region.. which leads me to the next question..
4) Where is the trigger option from SC1 "current player" equivalent? "Current Player" in SC1 made it so that no matter what player number you were, the trigger worked individually for each player (such as start location centering, unit creations, upgrades, etc)
5) How do I get a unit to attack-move to a location?
I'm sure there's more, but I think this should be enough to get my project nearly completed.
Thanks in advance.
EDIT: Can't change post title, so it's slightly misleading, sorry.
1) How do you change the cost (and time) of units to build them?
2) How can I completely remove the food indicator in the top right?
3) How does one go about getting the start location to be centered on game start for specific players? Only thing I can figure out is to attach to a region.. which defeats the purpose of a start location, in my eyes, and it causes it to center for all the players on that one region.. which leads me to the next question..
4) Where is the trigger option from SC1 "current player" equivalent? "Current Player" in SC1 made it so that no matter what player number you were, the trigger worked individually for each player (such as start location centering, unit creations, upgrades, etc)
5) How do I get a unit to attack-move to a location?
1) Find the Train ability for the building you want to modify. For instance, to change the cost of a marine, I will go to the "Barracks -Train" ability. There are data fields to determine the cost and time of training, just as for any other ability! By the way, the ability for larva is called "Larva - Morph Unit (Larva -> Basic)" but it still is the "Train" type, NOT a "Morph."
2.) It's possible that the food indicator will disappear when the food is 0/0 but I have no idea.
3.) You can create a camera object that's looking at what you want and just set the player's view to that object, or you can use the "Pan Camera" function which specifies a player and calls for a point. You can have it pan instantly.
4.) It's called "Triggering Player" so that there is no confusing that it is the player that caused the trigger to begin. Quite a lot of events don't have a Triggering Player, but in those cases, "Owner of (Triggering Unit)" frequently applies as well.
5.) If you issue an order targeting a point, "Attack" is one of the options, and causes the unit to attack-move.
Hey, thanks for the reply. Those were all helpful.
A couple new things have come up, and if anyone could help with them, that would be great:
1) In a trigger, how do you specify a specific unit that isn't on the map yet? Say a Nexus creates a Probe, but I don't want Probes usable so I want it destroyed when it's created. How would I do it just for the Probe itself and not "any unit?"
2) Regions and points have me a bit confused.. How can I separate regions for specific players? Such as, if Player 1 brings any unit to a region, something happens, but if Player 2 brings any unit to that same region, nothing will happen?
3) Lastly, how can I make it so specific units aren't selectable at all?
Hey, thanks for the reply. Those were all helpful.
A couple new things have come up, and if anyone could help with them, that would be great:
1) In a trigger, how do you specify a specific unit that isn't on the map yet? Say a Nexus creates a Probe, but I don't want Probes usable so I want it destroyed when it's created. How would I do it just for the Probe itself and not "any unit?"
3) Lastly, how can I make it so specific units aren't selectable at all?
Hello, i dont have access to the editor atm but this should help:
1) I think youre looking for "Last created unit", if im not wrong, that refers only to the last created unit by that specific trigger, so if you have 2 triggers running at the same time, you can use 'last created unit' on both and the actions will only affect those units. Sorry if i didnt make it clear, triggers are not my best =s
3) You can make an unit unselectable by disabling this function in the data editor.
Go to the Data editor
Select the Units tab
Look for the unit and on the right panel look for the Flags field
Double click it and scroll down until you find the 'Unselectable' option, uncheck it.
Hope it works :)
Someone pls correct me if im wrong.
Thanks for the reply.
Your solution for 1 doesn't work. Even if you create 15 units, they're all apparently considered "last created unit." This won't work for me because my Nexus can create all the units, and I just need Probes themselves to be destroyed. I just don't understand where in the trigger editor is the option to say "any probe enters map".
As for point 3, thanks. That worked great.
@Psiclone01: Go
Alright I figured out a method that should work, I'm sure there's a simple-er way but I don't know it yet.
Events:
Unit - Any Unit Enters (Entire map)
Conditions:
((Triggering unit) is Required: Ground, Worker, Can Have Shields; Excluded: Biological, Buried, Dead for player 1) == true
The condition is Unit Filter Match in case you can't find it.
On the condition just make sure the filter will include only your probe and you're good to go. In the actions refer to Triggering Unit to refer to your probe.
1) Find the Train ability for the building you want to modify. For instance, to change the cost of a marine, I will go to the "Barracks -Train" ability. There are data fields to determine the cost and time of training, just as for any other ability! By the way, the ability for larva is called "Larva - Morph Unit (Larva -> Basic)" but it still is the "Train" type, NOT a "Morph."
2.) It's possible that the food indicator will disappear when the food is 0/0 but I have no idea.
3.) You can create a camera object that's looking at what you want and just set the player's view to that object, or you can use the "Pan Camera" function which specifies a player and calls for a point. You can have it pan instantly.
4.) It's called "Triggering Player" so that there is no confusing that it is the player that caused the trigger to begin. Quite a lot of events don't have a Triggering Player, but in those cases, "Owner of (Triggering Unit)" frequently applies as well.
5.) If you issue an order targeting a point, "Attack" is one of the options, and causes the unit to attack-move.
Hello, i dont have access to the editor atm but this should help:
1) I think youre looking for "Last created unit", if im not wrong, that refers only to the last created unit by that specific trigger, so if you have 2 triggers running at the same time, you can use 'last created unit' on both and the actions will only affect those units. Sorry if i didnt make it clear, triggers are not my best =s
3) You can make an unit unselectable by disabling this function in the data editor.
Go to the Data editor
Select the Units tab
Look for the unit and on the right panel look for the Flags field
Double click it and scroll down until you find the 'Unselectable' option, uncheck it.
Hope it works :)
Someone pls correct me if im wrong.
@Psiclone01: Go Alright I figured out a method that should work, I'm sure there's a simple-er way but I don't know it yet.
Events: Unit - Any Unit Enters (Entire map) Conditions: ((Triggering unit) is Required: Ground, Worker, Can Have Shields; Excluded: Biological, Buried, Dead for player 1) == true
The condition is Unit Filter Match in case you can't find it. On the condition just make sure the filter will include only your probe and you're good to go. In the actions refer to Triggering Unit to refer to your probe.