As far as I can tell that is a formation system where you keep units in relative formation. Doing something like that should be reasonably simple. When a point order is issued you abort it and re-issue it for each unit based on the order position and their position relative to the group centre. It would even work with shift since you only modify the top order.
Yes, that's exactly what it is, and I already have it working in WC3. Converting it to SC2 will also let you control how far away from the center of the units you can click before they just group up, which in SC2 normally that's a hard-coded value. But that's the only advantage this system would provide in SC2...
EDIT: If I do something like,
" General - If (Conditions) then do (Actions) else do (Actions)
If
Or
Conditions
(Triggering order) == (((Move, 0)) targeting P_UnitPoint)
(Triggering order) == (((Move, 1)) targeting P_UnitPoint)
(Triggering order) == (((Move, 3)) targeting P_UnitPoint)
Then
Variable - Set P_InitialOrder = (Triggering order)
Else
"
Then does that set P_IntialOrder with the Target Point as well?
<<code c>>
Unit - Any Unit is issued an order to Ability Command
There is no longer an event directly like that, instead you have two options.
If you only are expecting a specific command to be ordered, then choose that specific command. This is far more efficient than anything possible in WC3 as it will only fire the trigger if that command is issued.
If you want a generic point order then add a condition to the "Any Ability Command" pre-set for the event ability command. You then add a condition to check the order was a point order. This is less efficient but will work for any point order.
1. I am expecting multiple different point-related commands. Attack-Move, Move, Patrol, and if it exists in SC2 then also Smart/Right-Click, and then any other Point-Orders that might need what I'm doing. So that's why I need a generic checking for point orders, and if it's Attack-Move then I need to do one thing and if it's Move then I need to do another, etc etc. I also need to be able to index the order by setting Variable = Issued Order.
I'd also rather not have 3-4 different Events in the Events section...
2. Ya lost me. No clue what you're talking about by "Add a condition to Any Ability Command Preset"
"MUI" is a very loose term. It practically does not exist in SC2 since the data system handles most of the complex persistent parts of abilities with triggers only being used for complicated logical effects. That said you could do many conventional WC3 style trigger enhanced abilities using locals for storage thanks to the perfect timing accuracy of the defer executing native "Wait". Do be aware that a hard-coded thread limit does exist so you would want to avoid generating threads for trivial tasks (such as each unit hit by an AoE spell getting its own trigger thread).
I need it to be able to work with any number of units, any unit type, and for every player.
So a I have a lot more control over the grouping mechanics. (I am Aple and that trigger does work in WC3 very smoothly, so no worries on those parts.)
EDIT: Alright, so in SC2 the only actual advantage converting this system would do is allow for in-box orders, which currently is a hard-coded value. Other then that, everything it can do is already provided by the Data Editor.
See, I was thinking about that... But I wasn't too sure.
One more, in WC3 there is an event that goes "A unit is issued an order targeting a point" How would I do that in SC2?
EDIT: Also, I don't I need to use Arrays for all my variables, do I? I can just use Local Variables and it'll be MUI?
EDIT2: And what about leaks? Do I have to manually clean up points and unit groups like in WC3 or are those automatically cleaned up?
So... In WarCraft III there was a function that was "Conversion - Convert Player Index to Player"
It was useful for For Each Loops because you could do something like "(Owner of (Triggering unit)) Equal to (Player(P_Int))" And I can't seem to be able to find the equivalent in SC2... Can anyone tell me where to find it?
I'll trust you on that, but I still think it'll just make my life easier.
Oh. I missed that the first time I read it, sorry. I'll see if I can do that.
Yes, that's exactly what it is, and I already have it working in WC3. Converting it to SC2 will also let you control how far away from the center of the units you can click before they just group up, which in SC2 normally that's a hard-coded value. But that's the only advantage this system would provide in SC2...
EDIT: If I do something like,
" General - If (Conditions) then do (Actions) else do (Actions) If Or Conditions (Triggering order) == (((Move, 0)) targeting P_UnitPoint) (Triggering order) == (((Move, 1)) targeting P_UnitPoint) (Triggering order) == (((Move, 3)) targeting P_UnitPoint) Then Variable - Set P_InitialOrder = (Triggering order) Else "
Then does that set P_IntialOrder with the Target Point as well?
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
1. I am expecting multiple different point-related commands. Attack-Move, Move, Patrol, and if it exists in SC2 then also Smart/Right-Click, and then any other Point-Orders that might need what I'm doing. So that's why I need a generic checking for point orders, and if it's Attack-Move then I need to do one thing and if it's Move then I need to do another, etc etc. I also need to be able to index the order by setting Variable = Issued Order.
I'd also rather not have 3-4 different Events in the Events section...
2. Ya lost me. No clue what you're talking about by "Add a condition to Any Ability Command Preset"
I need it to be able to work with any number of units, any unit type, and for every player.
Basically, I'm converting this into SC2:
http://www.hiveworkshop.com/forums/2608430-post15.html
So a I have a lot more control over the grouping mechanics. (I am Aple and that trigger does work in WC3 very smoothly, so no worries on those parts.)
EDIT: Alright, so in SC2 the only actual advantage converting this system would do is allow for in-box orders, which currently is a hard-coded value. Other then that, everything it can do is already provided by the Data Editor.
So I'll spend some time later figuring this out.
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
See, I was thinking about that... But I wasn't too sure.
One more, in WC3 there is an event that goes "A unit is issued an order targeting a point" How would I do that in SC2?
EDIT: Also, I don't I need to use Arrays for all my variables, do I? I can just use Local Variables and it'll be MUI? EDIT2: And what about leaks? Do I have to manually clean up points and unit groups like in WC3 or are those automatically cleaned up?
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
So... In WarCraft III there was a function that was "Conversion - Convert Player Index to Player"
It was useful for For Each Loops because you could do something like "(Owner of (Triggering unit)) Equal to (Player(P_Int))" And I can't seem to be able to find the equivalent in SC2... Can anyone tell me where to find it?
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk