Is there any actual way of storing the integer value of the player with the highest Army Value or Supply into a trigger variable? I've been trudging through the Trigger editor for a while looking for a way of comparing such values, but I've come up with nothing.
For reference, i'm trying to throw together a Kodo Tag where the "Kodo's" attack whichever player has the largest base. So I might not even be looking for Army Value or Supplies Used, so if there's a better way, I'd also like to know that.
Each time someone builds a structure, add a integer to an integer variable. How much you add depends on how strong the structure is. Then make the Kodos target the one that has the most
You could also just count the number of buildings, then double or triple count high value buildings, like command centers or factories. The same could be applied to units.
That probably would be the best way, It just bothers me that the information that's readily available in Replays isn't quite as accessible in the Trigger Editor.
Anyway, time to see if I can get this to function properly.
Is there any actual way of storing the integer value of the player with the highest Army Value or Supply into a trigger variable? I've been trudging through the Trigger editor for a while looking for a way of comparing such values, but I've come up with nothing.
For reference, i'm trying to throw together a Kodo Tag where the "Kodo's" attack whichever player has the largest base. So I might not even be looking for Army Value or Supplies Used, so if there's a better way, I'd also like to know that.
Thanks in advance!
Each time someone builds a structure, add a integer to an integer variable. How much you add depends on how strong the structure is. Then make the Kodos target the one that has the most
You could also just count the number of buildings, then double or triple count high value buildings, like command centers or factories. The same could be applied to units.
That probably would be the best way, It just bothers me that the information that's readily available in Replays isn't quite as accessible in the Trigger Editor. Anyway, time to see if I can get this to function properly.
@Pyrios: Go