Helloes,
I worked with war3editor before, and there was an event called: Unit - Unit decays ... or something approximate. It launched a trigger in execution every time a unit`s corpse would transition from 'fleshy' to 'bones' if I remember correctly. It was a very important event for a map I wish to transition but I can`t find an equivalent in sc2.
I would like to not use timers, since I need to check almost all units, this would create a huge number of timers.
Data editor behaviors would require too much work also for the scope of things I wish to do, I`m not even sure if it would be possible but I`m not very experienced using data editor. (For example I want units to 'revive' as a different unit once it decays, based on an integer assigned to it. Certain abilities will be able to manipulate that integer, making it even possible for a unit to not revive at all. - This is how I done it in w3, but there was the decay event to handle revive and check the decaying units integer to decide what to revive .. )
I don't know much about the data editor and trigger editor either but I have not seen that exact phrasing on a trigger yet. What I did see that might work though it would take a lot of work on your end is the way the unit dies. I think it's a check death type and I know you can modify the units weapon to designate exactly how it kills the unit I'll look into it for a second to see it I can find and paste the trigger I saw.
Reaperguyver, your solution would just create a unit when another dies.
I tried to come up with solutions to my problem in the past days, the most elegant one I can think of is the following:
First create for each unit a 'corpse unit' equivalent. One trigger will create the corresponding 'corpse unit' at the location of dying unit, and give it an expiration timer. Another trigger will fire whenever 'corpse units' die with corresponding actions (create another unit of that type for example).
Maybe this solution is helpful to someone with the same problem.
Helloes, I worked with war3editor before, and there was an event called: Unit - Unit decays ... or something approximate. It launched a trigger in execution every time a unit`s corpse would transition from 'fleshy' to 'bones' if I remember correctly. It was a very important event for a map I wish to transition but I can`t find an equivalent in sc2.
I would like to not use timers, since I need to check almost all units, this would create a huge number of timers.
Data editor behaviors would require too much work also for the scope of things I wish to do, I`m not even sure if it would be possible but I`m not very experienced using data editor. (For example I want units to 'revive' as a different unit once it decays, based on an integer assigned to it. Certain abilities will be able to manipulate that integer, making it even possible for a unit to not revive at all. - This is how I done it in w3, but there was the decay event to handle revive and check the decaying units integer to decide what to revive .. )
Would appreciate if anyone can help out
bump, hoping for a response to this
@FahqueL: Go
I don't know much about the data editor and trigger editor either but I have not seen that exact phrasing on a trigger yet. What I did see that might work though it would take a lot of work on your end is the way the unit dies. I think it's a check death type and I know you can modify the units weapon to designate exactly how it kills the unit I'll look into it for a second to see it I can find and paste the trigger I saw.
There ya go. The condition (Which is what I was thinking of before can be changed to represent like 12 or 14 different conditions. )
The condition is
Comparison
Value 1: Trigger death type check
Death type: Normal
Operator : ==
Value 2: ( Boolean ) True
Reaperguyver, your solution would just create a unit when another dies.
I tried to come up with solutions to my problem in the past days, the most elegant one I can think of is the following:
First create for each unit a 'corpse unit' equivalent. One trigger will create the corresponding 'corpse unit' at the location of dying unit, and give it an expiration timer. Another trigger will fire whenever 'corpse units' die with corresponding actions (create another unit of that type for example).
Maybe this solution is helpful to someone with the same problem.
@malkavianVision: Go
It was just an example trigger for the condition.
Hallucinated units infested terrans and changlings already have a timed life as well as broodlings.
What if you had the example trigger I made make one of those units as a corpse based on the way that it died?
I'm just giving suggestions.