e/ another problem... when using the Units In Region Matching Condition, the unit filter screen doesnt have the 4 filters Player, Ally, Enemy, Neutral. How do i enable/disable those?
From what I can tell, you want all your units to attack the closest enemy unit at all times?
Afaik, there is a built-in function for this, something called suicide or similar. Try to search for suicide in the trigger; if you make a unit suicidal, it should do exactly that.
From what I can tell, you want all your units to attack the closest enemy unit at all times?
Afaik, there is a built-in function for this, something called suicide or similar. Try to search for suicide in the trigger; if you make a unit suicidal, it should do exactly that.
That is an AI action and requires campain AI control.
I would suggest that you make a function that takes a unit group and a unit, filers it by whatever you want and then kicks everyunit out of it that is further away than the unit you are curently checking. When you're done you simply return the last remaining unit.
Edit:
Would look like something like this: (haven't tested it but should work)
Is there such a thing? im stuck with my crappy homeade one that makes a near infinite # of circles
yes! you can use the closest unit to point action
cant find..
Closest Unit to Point is a unit function, not an action.
http://www.sc2mapster.com/wiki/galaxy/triggers/closest-unit-to-point/
thanks :)'
e/ another problem... when using the Units In Region Matching Condition, the unit filter screen doesnt have the 4 filters Player, Ally, Enemy, Neutral. How do i enable/disable those?
also
This causes units to pause... before they would target their pre-determined target
You can run an if/then/else statement on the picked unit to determine the alliance status of its owner compared to another player.
didnt think about that... still the trigger causes units to pause
From what I can tell, you want all your units to attack the closest enemy unit at all times?
Afaik, there is a built-in function for this, something called suicide or similar. Try to search for suicide in the trigger; if you make a unit suicidal, it should do exactly that.
That is an AI action and requires campain AI control.
I would suggest that you make a function that takes a unit group and a unit, filers it by whatever you want and then kicks everyunit out of it that is further away than the unit you are curently checking. When you're done you simply return the last remaining unit.
Edit: Would look like something like this: (haven't tested it but should work)
I think you can also change the acquire range of a unit through triggers. Set it to 500, and it will attach the closest unit that it can see.
Great to be back and part of the community again!