Thanks tangocraft for another solid answer! Where are these "tactical AI Functions" created or governed? Can't find the tab in the data editor and would love to learn about these.
I have A.I. set up for some computer players and I want to trigger when they burrow/unburrow, but for some reason the A.I. is taking over and unburrowing whenever units are nearby. Anyone help?
I am going to sc2mapster.com on my phone and it appears impossible to access the forums via mobile. There's just no navigation bar. Will this be fixed?
I notice in front of every CC, no matter if I have any decal assigned under Player Options (or no decal at all!) it still looks like this on the ground:
You could add each building of type X to a unit group for Player 1, then run a check of "number of units in unit group" to see if it is greater than zero. Then do the same for each player.
Pick each unit in [unit group] (Zombies) and do action:
Issue order to picked unit: Attack to point: position of unit: closest unit to picked unit in Unit group (Humans)
So every 1 second, each zombie will attack-move targeting the position of the closest unit that is not a zombie. Note that this considers absolute distance, so a unit that is up a ramp or behind a wall will still register as closest even if the essential walk distance doesn't make it necessarily so.
I'm surprised that doesn't work - I thought I've had splash radius effects on a damage effect work in effect with attribute multipliers? But yeah, if it doesn't work, just add in another effect with validators on each effect to parse out Armored units from non-Armored.
Yep still exists it seems after some experimentation. Not sure how it filters precedence but it is always hooking up to the add-on on the left rather than the right. Very weird. Thanks I will check out that map.
I figured out how to make the tech lab appear on the other side of the barracks - but it doesn't "hook up." I can't figure out where the hook-up directionality is governed. Somewhere in the unit or morph ability? Can't seem to find it. Thanks for any help.
I think this should be moved to the Data board but I'll help anyway, maybe a mod will move it. :)
There is no clean way to do this unfortunately. What I would do is set up validators the check to see how much energy the target has, and then move energy based on that. Only problem is that you could end up with hundreds of effects and validators. I personally would do it in chunks of 20 or 25 (so about 12 effects instead of hundreds) but it's up to you how painstaking (and therefore accurate) you want this ability to get. So it would be like:
Target has 21-40 energy = give caster 30 energy Target has 41-60 energy = give caster 50 energy Target has 61-80 energy = give caster 70 energy
etc etc...
EDIT: After thinking about this more, you could have a Create Persistent that keeps sucking energy and increasing caster energy at a very quick rate (say 1,000 energy per second, so it seems pretty instant), and deletes itself when the target has 0 energy.
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Thanks tangocraft for another solid answer! Where are these "tactical AI Functions" created or governed? Can't find the tab in the data editor and would love to learn about these.
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I have A.I. set up for some computer players and I want to trigger when they burrow/unburrow, but for some reason the A.I. is taking over and unburrowing whenever units are nearby. Anyone help?
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I am going to sc2mapster.com on my phone and it appears impossible to access the forums via mobile. There's just no navigation bar. Will this be fixed?
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Thanks! Is this some kind of new addition? It seems like these decals started appearing out of nowhere within the last few months
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I notice in front of every CC, no matter if I have any decal assigned under Player Options (or no decal at all!) it still looks like this on the ground:
https://i.imgur.com/8knHMec.jpg
This appears for every player, even Player 15 "Hostile." In editor and in game. Where is the option to get rid of this?
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This would not run smoothly on many machines. Even half that many would jam up my machine. I suggest you simplify the terrain
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You could add each building of type X to a unit group for Player 1, then run a check of "number of units in unit group" to see if it is greater than zero. Then do the same for each player.
1.8292912491027
Event:
Every 1 second
Action:
Pick each unit in [unit group] (Zombies) and do action:
Issue order to picked unit: Attack to point: position of unit: closest unit to picked unit in Unit group (Humans)
So every 1 second, each zombie will attack-move targeting the position of the closest unit that is not a zombie. Note that this considers absolute distance, so a unit that is up a ramp or behind a wall will still register as closest even if the essential walk distance doesn't make it necessarily so.
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I'm surprised that doesn't work - I thought I've had splash radius effects on a damage effect work in effect with attribute multipliers? But yeah, if it doesn't work, just add in another effect with validators on each effect to parse out Armored units from non-Armored.
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Yep still exists it seems after some experimentation. Not sure how it filters precedence but it is always hooking up to the add-on on the left rather than the right. Very weird. Thanks I will check out that map.
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Thanks. That is a bummer though about the limitation. Perhaps there is some workaround but it would be ugly.
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I figured out how to make the tech lab appear on the other side of the barracks - but it doesn't "hook up." I can't figure out where the hook-up directionality is governed. Somewhere in the unit or morph ability? Can't seem to find it. Thanks for any help.
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Sure I could help you!
Also check out the mapster discord - lot more people there.
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I think this should be moved to the Data board but I'll help anyway, maybe a mod will move it. :)
There is no clean way to do this unfortunately. What I would do is set up validators the check to see how much energy the target has, and then move energy based on that. Only problem is that you could end up with hundreds of effects and validators. I personally would do it in chunks of 20 or 25 (so about 12 effects instead of hundreds) but it's up to you how painstaking (and therefore accurate) you want this ability to get. So it would be like:
Target has 21-40 energy = give caster 30 energy
Target has 41-60 energy = give caster 50 energy
Target has 61-80 energy = give caster 70 energy
etc etc...
EDIT: After thinking about this more, you could have a Create Persistent that keeps sucking energy and increasing caster energy at a very quick rate (say 1,000 energy per second, so it seems pretty instant), and deletes itself when the target has 0 energy.