Thank you very much, temhawk ! I am very busy with work this week, but i will use your work as soon as next week !
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Oct 3, 2016Posted in: Triggers
Need help, please !
SCV who are coming back from refinery have an order : SCVHarvest(1) and a behaviour CarryHarvestableVespeneGeyserGas.
Is there a way, in the trigger editor, to know which unit did ordered them this order, or which unit did give them this behaviour ?
Thank you in advance !
Oct 2, 2016Posted in: Triggers
The scv, inside the refinery, are hidden. So i just had to unselect the filter to get them as they still target the geyser.
But, for now, i can't filters the scv who are going returning to town, to know wich one is coming from which refinery. The information is stored somewhere since a scv which is stopped, moved and then ordered to « return cargo » will always return to its original refinery.
Is there a way to have access to the unit (refinery) which gave an order to a unit (scv) ? As i guess the refinery order the scv to return after it has gathered gas.
Oct 1, 2016Posted in: Triggers
In game, when a refinery, extractor or assimilator is selected, in the info panel their is an information about « Current harvesters : x »
Do anyone know how i can access this information via GUI ?
I have tried to select nearby workers and then unselect workers based on « target unit order » (if the target is not the geyser, i remove the workers from the group). But some workers go inside the geyser, and some other just go back to the town, so it doesn't work as intended.
Oct 1, 2016Posted in: Data
Quote from FunkyUserName: Go
there is "custom value of unit" in triggers, works without data. you can't just add new data entries to a unit.
Custom value of unit seems to be to give a value to each individual unit, what is not really what i need.
For my easymod, I want to create « auto control groups » : the value of the control group for each type of unit would be set in table, and when a unit is created, a trigger will search in the table the default control group corresponding to the unit type and add the new unit in the corresponding control group. What do you think is the best way to do so ?
In the trigger module, for actions categories, there are a « user data » and a « data table » categories. For the user data category, the tooltip say : « User data is defined in the Data module. Only works for fields marked as modifiable. » That is why i thought that i would be able to add a data to units in the data module, and modify it dynamically.
Sep 30, 2016Posted in: Data
I would like that, when created, the medivac just follow (instead of loading) the unit on which the rally-point of the starport is set-up. Do you think that is doable via data module ?
Sep 29, 2016Posted in: Project Workplace
Hello everybody !
The first release version of the mod has been published !
The more controls, the more strategy !
Play your usual game (same maps, same units, same balance), and enjoy enhanced controls. Focus yourself less on mechanics, and more on the strategic side of the game.
Experiment the new « Ctrl+ » extension Mod, intended for beginners and casual gamers, with your friends. Already available on all servers, on any melee map.
Web site : https://www.sc2mapster.com/maps/ctrlplus/
Current features : (version 0.4)
- Visual warning when coming close to supply block
- Friendly attack is disable (but friendly fire still exist for AOE)
- New ability « Saturate » available for vespene extractor buildings
- Tips on the loading screen to learn to use the mod
- Auto-cast enable (initially off) for larva injection and queen transfusion
- Auto-train enable (initially off) for svc and units in barracks, factories, and starports
- Auto-cast enable (initially off) for MULE calldown
- Cooldown apply to stim ability for marines and marauders to avoid over-stim
- Auto-train enable (initially off) for probes and units in gateways, robotics facilities and stargates
Known bugs :
- Vespene saturation doesn't work as intended when vespene gas are too close
Sep 29, 2016_ForgeUser10960202 posted a message on [Solved] Activate a command card button via a triggerPosted in: Triggers
That works ! Thank you again !
Sep 25, 2016_ForgeUser10960202 posted a message on [Solved] Activate a command card button via a triggerPosted in: Triggers
Thank you very much : it seems to be exactly what i need. I am not at home currently, but i will test it in a few days !
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