Edit: If you wanted to get more fancy and keep the units relative positions like ImperialGood is mentioning, I would suggest looking into the function point with polar offset.
Like imperial good said, you should just use turn trigger on/off. You can also add a trigger is on condition to the trigger itself and set any run trigger actions to check conditions instead of ignoring them.
A little from column A and a little from column B. I agree much with what Funky said. Especially since a lot of users will leave a bad review up and never come back to change/edit it, which could leave you with several 1 star reviews that could be from when you even had it in the game description that the game was alpha or beta stage. Of course, you could potentially reupload the same map under a new name which has its positives and negatives.
Did you try any of the copy/paste stuff that will mentioned? If you could paste trigger in, you could always just edit their contents. Does anything happen if you delete triggers?
Well you wouldn't want the event to be game initialization, because those only happen at the start of the map. You'd want it to trigger whenever that wave comes. Are your waves trigger based, or something in the AI module? If they're trigger based, you could always just add a run trigger action to whatever starts your wave.
I'd probably do something more like this. Should work for any amount of teams as well.
Disclaimer: Haven't actually tested it, and this is the first time I've used the specific function "units in region with alliance to player matching condition".
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Or in more layman's terms, something like this:
Edit: If you wanted to get more fancy and keep the units relative positions like ImperialGood is mentioning, I would suggest looking into the function point with polar offset.
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Like imperial good said, you should just use turn trigger on/off. You can also add a trigger is on condition to the trigger itself and set any run trigger actions to check conditions instead of ignoring them.
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It helps when you believe in the heart of the cards.
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A little from column A and a little from column B. I agree much with what Funky said. Especially since a lot of users will leave a bad review up and never come back to change/edit it, which could leave you with several 1 star reviews that could be from when you even had it in the game description that the game was alpha or beta stage. Of course, you could potentially reupload the same map under a new name which has its positives and negatives.
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Did you try any of the copy/paste stuff that will mentioned? If you could paste trigger in, you could always just edit their contents. Does anything happen if you delete triggers?
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@Alphabet687: Go
I believe the protoss transport ship can transform even when not over ground. Maybe check that out.
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I bet some of those mothership abilities would be good templates too. I imagine that slow effect one probably uses a behavior.
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This looks like something I may have wrote as a reply but accidently made as a new post... Odd.
Edit: How does one lock a post? Or perhaps Original post got deleted without the entire thread getting deleted O.o
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And now Happy New Year from the best part of the US, the midwest! :D
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Well you wouldn't want the event to be game initialization, because those only happen at the start of the map. You'd want it to trigger whenever that wave comes. Are your waves trigger based, or something in the AI module? If they're trigger based, you could always just add a run trigger action to whatever starts your wave.
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I'd probably do something more like this. Should work for any amount of teams as well.
Disclaimer: Haven't actually tested it, and this is the first time I've used the specific function "units in region with alliance to player matching condition".
Also this is just the defeat side. For victory, I'd use something similar to this: http://www.sc2mapster.com/forums/resources/tutorials/71397-triggers-lazy-tutorial-emulating-melee-victory-defeat/#p1
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It's likely something to do with the actors. I'd start there.
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Search for an action with "control group" in its name.
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Maybe just use an ability instead of an attack for the focus part.
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First sounds interesting. Seems like a type of map that would very much favor defensive and economy play.