I started to use the sc2editor one week ago and have troubles with the trigger-editor.
while is provides an intuitive method to make the map alive. i like that and want to continue to use it.
To get practice with the editor I decided to create a singleplayer mission in which you have the goal to kill sarah kerrigan. this is settled in an war between 3 forces. 2 ai players as zerg and 1 player as terran.
i have created records to manage forces. Look into the pictures to see tree
To make possible a specific unittype of a specific player can only be respawn if there is a depending build with it's own spawn left.
due to limited functions in the trigger-editor finding right results and process them would create much loops and could maybe not be as performant as i would like to have it.
So i want to know following: 1. Are there Libs of functions to implement in trigger-editor to process things like -- return Spawnpoint in (AI_Player[i].unittype_pool[1-50]) where type = Unittype (from trigger), and is_alive = 1 or if not 2. how can i appoach this`? Maybe way is completly wrong, but how can i realize desired behavior in a way the trigger-editor allows?
Surely "is_alive" should be a boolean seeing how a unit is either alive or dead and not some other state?
Use a linear search to find right spawn point. For condition on unit death use a unit group to detect if the dying unit is a spawner. One can speed up linear search by making it a list and removing dead spawners from it.
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Hello sc2mapster,
I started to use the sc2editor one week ago and have troubles with the trigger-editor.
while is provides an intuitive method to make the map alive. i like that and want to continue to use it.
To get practice with the editor I decided to create a singleplayer mission in which you have the goal to kill sarah kerrigan. this is settled in an war between 3 forces. 2 ai players as zerg and 1 player as terran.
i have created records to manage forces.
Look into the pictures to see tree
To make possible a specific unittype of a specific player can only be respawn if there is a depending build with it's own spawn left.
due to limited functions in the trigger-editor finding right results and process them would create much loops and could maybe not be as performant as i would like to have it.
So i want to know following:
1. Are there Libs of functions to implement in trigger-editor to process things like
-- return Spawnpoint in (AI_Player[i].unittype_pool[1-50]) where type = Unittype (from trigger), and is_alive = 1
or if not
2. how can i appoach this`?
Maybe way is completly wrong, but how can i realize desired behavior in a way the trigger-editor allows?
thx for answers. :)
Surely "is_alive" should be a boolean seeing how a unit is either alive or dead and not some other state?
Use a linear search to find right spawn point. For condition on unit death use a unit group to detect if the dying unit is a spawner. One can speed up linear search by making it a list and removing dead spawners from it.