I'm not sure how to do it once you've already gotten that far (maybe someone knows) but if you're just starting out and you know you want to use your stuff on multiple maps, create/modify the units in a Mod instead of a Map file. Then you can add that mod to your list of dependencies for whichever map you want to use it in. The main downside is that I think there's a limit to how many dependencies a map can have.
I'm sorry that this probably won't help much in your case though :(.
You can set up an if-then-else statement for it: something like If "your attribute value" = 200 then set "your integer variable" to 200, and do that for all the options.
If different game modes were easier to find and select in the lobby people could just vote by joining the mode they want. As is, different modes can be many pages apart in the list with no way to easily group them by map, category or anything. Till that's fixed I think many options are best handled by a voting system in game.
I'm making a multiple map campaign (to be offline only due to limitations of battle.net sadly) that will include an upgrade system in between missions. The upgrades will be divided into two groups: air upgrades and ground upgrades. I'm trying to create upgrades that effect all or most of the units in that class (air or ground), are very noticeable and useful upgrades, and are actually able to be created without importing new models.
I've started off with an afterburners upgrade that some of you may have seen when I was asking for help with a problem. When you research this upgrade all your air units will have this ability for the rest of campaign.
Now I'm sure I'll come up with other ideas, but I'd love to incorporate ideas from other people as well (and I can definitely use the advice). If I use your idea (or even something close to your idea) I'll credit you in the map and on the project.
Stat bonuses are OK, but they really just aren't as interesting as an ability or special upgrade of some kind. My problem is deciding how to make an upgrade that's good for all air or ground units. I don't just want to make it give splash damage, as that wouldn't help the medivac and it might overpower some units, plus it's not as interesting as something like (makes the viking fire 3 times as many missiles per shot) or similar.
It's possible I may decide to change the upgrade system so that upgrades can sometimes just be for individual units rather than all air or all ground units, but I'm trying to consolidate as much as possible on upgrades (aiming for around 4 to 5 for each type, air and ground).
The best example I can think of would be the hellion flamethrower. They use some kind of periodic search effect with offsets for each period (to make the search effect happen at a different location each period). I'd have to experiment with it to make it work for Tychus though.
I still have problems with it in some cases. If I added more than 1 dependency that it didn't start with, I can't put both of them at the top, so it seems one of them is doomed to not work. If you can get it to start with all but 1 dependency then add the other and stick it at the top it works fine (as far as I can tell) unless you have more than 3 dependencies, in which case one of them will be disabled.
Victory! Under ability, there is a flag called "Send to Selection" that sends the order to all selected units (I think). That caused it to work for me. It's possible that it would have worked with just a single ability instead of making an ability for each unit type as well. I'll test that in a bit.
After looking at Blizzard examples, I set the abilities to all have the same Link in all the Link fields (Cooldown, Charge, and Marker). They all link to the ID of one of the abilities now (Abil/AfterburnersBattlecruiser). Blizzard set both Stimpack abilities to link to Marine Stimpack (Abil/Stimpack) in all fields.
Still no luck though, so that wasn't the only problem (if it was a problem at all).
After experimenting with Set ID, I'm pretty sure there's another piece to the puzzle. The other subgroups still aren't receiving the order to cast the ability. I'll keep trying, but if anyone knows more I'd be very grateful.
It looks like it's called "Set ID" and it's under the ability tab in the ability. Sadly I don't think it'll help if it's the same exact ability. Here's the help text Blizzard provides for "Set ID".
"This field is used to link abilities to each other. For example, if a unit has ability A but not ability B, and both abilities have the same Set ID string, then if the unit is issued an order to execute ability B, it will execute ability A."
If I understand that right, I'll need to make separate abilities for each unit type and link them with this Set ID. Oh well.
It has a hotkey (Z in this case) but the problem is it'll only cast it for the subgroup that is currently selected. I'll post a video in a few minutes to explain a little better I guess. Maybe it needs to be in the same position on the command card for all the units? I kinda doubt that, but I'll try it.
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I'm not sure how to do it once you've already gotten that far (maybe someone knows) but if you're just starting out and you know you want to use your stuff on multiple maps, create/modify the units in a Mod instead of a Map file. Then you can add that mod to your list of dependencies for whichever map you want to use it in. The main downside is that I think there's a limit to how many dependencies a map can have.
I'm sorry that this probably won't help much in your case though :(.
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You can set up an if-then-else statement for it: something like If "your attribute value" = 200 then set "your integer variable" to 200, and do that for all the options.
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I think you need to set up a Game Variant.
There's a tutorial on how to do it here:
http://forums.sc2mapster.com/development/tutorials/5486-lobby-game-modes-the-complete-guide-reference/
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If different game modes were easier to find and select in the lobby people could just vote by joining the mode they want. As is, different modes can be many pages apart in the list with no way to easily group them by map, category or anything. Till that's fixed I think many options are best handled by a voting system in game.
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@Kallb123: Go
That I'm not sure how to accomplish. Some of what you want is pretty complex. Maybe someone else has some ideas there.
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I'm making a multiple map campaign (to be offline only due to limitations of battle.net sadly) that will include an upgrade system in between missions. The upgrades will be divided into two groups: air upgrades and ground upgrades. I'm trying to create upgrades that effect all or most of the units in that class (air or ground), are very noticeable and useful upgrades, and are actually able to be created without importing new models.
I've started off with an afterburners upgrade that some of you may have seen when I was asking for help with a problem. When you research this upgrade all your air units will have this ability for the rest of campaign.
Now I'm sure I'll come up with other ideas, but I'd love to incorporate ideas from other people as well (and I can definitely use the advice). If I use your idea (or even something close to your idea) I'll credit you in the map and on the project.
Stat bonuses are OK, but they really just aren't as interesting as an ability or special upgrade of some kind. My problem is deciding how to make an upgrade that's good for all air or ground units. I don't just want to make it give splash damage, as that wouldn't help the medivac and it might overpower some units, plus it's not as interesting as something like (makes the viking fire 3 times as many missiles per shot) or similar.
It's possible I may decide to change the upgrade system so that upgrades can sometimes just be for individual units rather than all air or all ground units, but I'm trying to consolidate as much as possible on upgrades (aiming for around 4 to 5 for each type, air and ground).
0
@Kallb123: Go
The best example I can think of would be the hellion flamethrower. They use some kind of periodic search effect with offsets for each period (to make the search effect happen at a different location each period). I'd have to experiment with it to make it work for Tychus though.
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Does that take into account custom dependencies (Mods)? I'll try it anyway and see how it goes.
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@zeldarules28: Go
I still have problems with it in some cases. If I added more than 1 dependency that it didn't start with, I can't put both of them at the top, so it seems one of them is doomed to not work. If you can get it to start with all but 1 dependency then add the other and stick it at the top it works fine (as far as I can tell) unless you have more than 3 dependencies, in which case one of them will be disabled.
0
Victory! Under ability, there is a flag called "Send to Selection" that sends the order to all selected units (I think). That caused it to work for me. It's possible that it would have worked with just a single ability instead of making an ability for each unit type as well. I'll test that in a bit.
0
After looking at Blizzard examples, I set the abilities to all have the same Link in all the Link fields (Cooldown, Charge, and Marker). They all link to the ID of one of the abilities now (Abil/AfterburnersBattlecruiser). Blizzard set both Stimpack abilities to link to Marine Stimpack (Abil/Stimpack) in all fields.
Still no luck though, so that wasn't the only problem (if it was a problem at all).
0
After experimenting with Set ID, I'm pretty sure there's another piece to the puzzle. The other subgroups still aren't receiving the order to cast the ability. I'll keep trying, but if anyone knows more I'd be very grateful.
0
It looks like it's called "Set ID" and it's under the ability tab in the ability. Sadly I don't think it'll help if it's the same exact ability. Here's the help text Blizzard provides for "Set ID".
"This field is used to link abilities to each other. For example, if a unit has ability A but not ability B, and both abilities have the same Set ID string, then if the unit is issued an order to execute ability B, it will execute ability A."
If I understand that right, I'll need to make separate abilities for each unit type and link them with this Set ID. Oh well.
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Thanks a lot Frozen. I'll look for that.
I made the video anyway, so I guess I'll link it here in case someone wanted to see what I was talking about.
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@RighteousRage: Go
It has a hotkey (Z in this case) but the problem is it'll only cast it for the subgroup that is currently selected. I'll post a video in a few minutes to explain a little better I guess. Maybe it needs to be in the same position on the command card for all the units? I kinda doubt that, but I'll try it.