Can't say I've tried anything like that. Maybe instead of having the code twice, you could use "Pick each unit in unit group" action and limit the amount of units it does (if there's supposed to be a limit). For the unit in the environment effect, you'll use the function "Picked unit". It might work.
Perhaps I'm not understanding your problem. Is it that you want to deny the ability until some condition is met? Then later level it to higher levels?
My solution for that is:
Hide the ability initially
First condition/experience met - Allow ability
Second condition/experience met - add level to unit ability
Third condition/experience met - add level to unit ability....
etc
The way I handle initial ability levels with triggers is to use the "allow/disallow ability for player" action, and disallow the ability at game start.
Here's a map with a simple target ability that used the apply colony infestation behavior (which is already in the game). Not sure why mine automatically changes ownership and yours doesn't.
This problem seems really odd to me, as whenever I've used colony infestation, it's automatically changed the owner to the casting player...
Edit: Also, in case you want something triggering related, you can use unit behavior changes. " Unit - Any Unit has Colony Infestation change Create"
Triggering unit will refer to the unit that obtained the behavior. I'm not sure if triggering player would refer to the caster or the owner of the unit that got the behavior. Perhaps some experimentation with this method might lead to a helpful solution.
256 kbps for the bit rate. Not entirely sure how to find the other stuff, as I'm still fairly novice with audio related things. Attached are some of the files. They sound alright on their own, but can get messed up in the editor and in game.
Their originally from the first Command and Conquer game. I used xcc utilities to find them and play the sounds. Since they were an odd file format, I recorded my computers audio (via litecam HD) to get them into a recognizable file.
Hey guys, a lot of times when I import sound into the editor, I'll end up with these high pitched bloop/bleeps in my sound. Is there a way to prevent this?
Yea, I was thinking themed contests would be great too... as long as they're themes I like, haha. Would love to see a campaign theme. Maybe they could even do a LoTV theme and include the first place map in the expansion.
Anyone else map/mod for C&C Renegade? That's where I mainly got started. I suppose I also messed around with Age of Empires 2 editor, but nothing much ever came from it. And now SC2 :D
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Can't say I've tried anything like that. Maybe instead of having the code twice, you could use "Pick each unit in unit group" action and limit the amount of units it does (if there's supposed to be a limit). For the unit in the environment effect, you'll use the function "Picked unit". It might work.
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Perhaps I'm not understanding your problem. Is it that you want to deny the ability until some condition is met? Then later level it to higher levels?
My solution for that is:
Hide the ability initially
First condition/experience met - Allow ability
Second condition/experience met - add level to unit ability
Third condition/experience met - add level to unit ability....
etc
0
The way I handle initial ability levels with triggers is to use the "allow/disallow ability for player" action, and disallow the ability at game start.
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@SoulFilcher: Go
Ah, I thought it was his building wasn't changing ownership, but its the units being trained from the building are on the wrong team. My bad.
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Here's a map with a simple target ability that used the apply colony infestation behavior (which is already in the game). Not sure why mine automatically changes ownership and yours doesn't.
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This problem seems really odd to me, as whenever I've used colony infestation, it's automatically changed the owner to the casting player...
Edit: Also, in case you want something triggering related, you can use unit behavior changes. " Unit - Any Unit has Colony Infestation change Create"
Triggering unit will refer to the unit that obtained the behavior. I'm not sure if triggering player would refer to the caster or the owner of the unit that got the behavior. Perhaps some experimentation with this method might lead to a helpful solution.
0
256 kbps for the bit rate. Not entirely sure how to find the other stuff, as I'm still fairly novice with audio related things. Attached are some of the files. They sound alright on their own, but can get messed up in the editor and in game.
Their originally from the first Command and Conquer game. I used xcc utilities to find them and play the sounds. Since they were an odd file format, I recorded my computers audio (via litecam HD) to get them into a recognizable file.
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I always thought it'd be nice to have something that has tons of heroes. Perhaps there is already something, and I just never found it.
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mp3. Mostly so the file size isn't huge.
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Hey guys, a lot of times when I import sound into the editor, I'll end up with these high pitched bloop/bleeps in my sound. Is there a way to prevent this?
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@DogmaiSEA: Go
Yea, I was thinking themed contests would be great too... as long as they're themes I like, haha. Would love to see a campaign theme. Maybe they could even do a LoTV theme and include the first place map in the expansion.
@finiteturtles: Go
You're lucky you're a turtle! :P
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Sounds very difficult for the way the data editor works. You'd probably just have to make multiple versions of the same unit.
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Speaking of this, it'd be funny if you sort of added an element of this conversation to the game.
"Hmmm... why isn't the game crashing? Hold on one sec while I consult Sc2Mapster..."
"Ah I see, perhaps this will do it!"
lol
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Anyone else map/mod for C&C Renegade? That's where I mainly got started. I suppose I also messed around with Age of Empires 2 editor, but nothing much ever came from it. And now SC2 :D
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Not entirely sure if this is what you're looking for but...
You can issue targeting point, then set the point to position of unit. You could then reissue this command every 5 or so seconds.