Hey, I'm working on my very first unique map, but I'm running into some troubles. I'm not amazing at the map editor, so I'm starting with a map that I think will be simple, but also a lot of fun. However, I'm running into all sorts of issues that I can't find guides on anywhere. Particularly, I would very much like to make Command Centers, Nexi, and Hatcheries give minerals to their owner over time (as a primary method of owning resources, rather than gathering them (it would not fit the map)) but I have no idea how to. Can anyone help?
EDIT: I still need help O:
To clarify, I'd like to do something similar to what happens in Pobes vs Zeelot (or however you misspell that)
Oh my gosh! I didn't even think of that! Thank you so much!
...
Actually, I hate to ask more of you but I have a second issue that is slightly more problematic. The thing is, I would like to force a player who loses their command center to have to ally themselves with their killer's team and unally their previous allies. It seems simple, but my triggers' results are...sporadic to say the least. I'm not sure how to link a screen shot, but if you need to see what I've got now I'll do my best. Particular issues include teams not unallying, the killer getting allied but not his teammates, and nothing happening whatsoever.
Alternative is give the units a Buff behaviour under the Behavior - Behaviors - Behavior field of the Units data type that does a periodic Modify Player effect.
Your second problem is triggers only. Odds are you are not sequencing them right because if you ally the enemy and then unally all then you unally the enemy, all its allies and your own. You need to do the unally first, then ally then have a third tier that checks the allies of the former enemy.
Alternative is give the units a Buff behaviour under the Behavior - Behaviors - Behavior field of the Units data type that does a periodic Modify Player effect.
How would I do that? It might work better for my game idea. To elaborate, I know how to add a new behavior (in theory), but I do not know how to add a buff like that (or even make a buff like that (or even get to where you make a buff like that))
Also, my current sequence of events is to unally all factions, then ally the owner of the killing unit, then ally the allies of the owner of the killing unit.
Hey, I'm working on my very first unique map, but I'm running into some troubles. I'm not amazing at the map editor, so I'm starting with a map that I think will be simple, but also a lot of fun. However, I'm running into all sorts of issues that I can't find guides on anywhere. Particularly, I would very much like to make Command Centers, Nexi, and Hatcheries give minerals to their owner over time (as a primary method of owning resources, rather than gathering them (it would not fit the map)) but I have no idea how to. Can anyone help?
EDIT: I still need help O:
To clarify, I'd like to do something similar to what happens in Pobes vs Zeelot (or however you misspell that)
Posting screenshot... 1sec
Thats the trigger I use for my map for income, if you want a timer window like some maps have, I will give you info on that too
@SnyderGuy: Go
Oh my gosh! I didn't even think of that! Thank you so much!
...
Actually, I hate to ask more of you but I have a second issue that is slightly more problematic. The thing is, I would like to force a player who loses their command center to have to ally themselves with their killer's team and unally their previous allies. It seems simple, but my triggers' results are...sporadic to say the least. I'm not sure how to link a screen shot, but if you need to see what I've got now I'll do my best. Particular issues include teams not unallying, the killer getting allied but not his teammates, and nothing happening whatsoever.
Alternative is give the units a Buff behaviour under the Behavior - Behaviors - Behavior field of the Units data type that does a periodic Modify Player effect.
Your second problem is triggers only. Odds are you are not sequencing them right because if you ally the enemy and then unally all then you unally the enemy, all its allies and your own. You need to do the unally first, then ally then have a third tier that checks the allies of the former enemy.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
How would I do that? It might work better for my game idea. To elaborate, I know how to add a new behavior (in theory), but I do not know how to add a buff like that (or even make a buff like that (or even get to where you make a buff like that))
Also, my current sequence of events is to unally all factions, then ally the owner of the killing unit, then ally the allies of the owner of the killing unit.