@Roar_Man: Go How would i go about doing this with a trigger??
I have a basic idea for this.
Basically what you'd want is to have a dummy spell that's cast 3 times to pick up targets and a real spell that will be cast 3 times to the targets previously selected.
Make a trigger that detects when the Unit casts the spell, and then have the trigger push the "Command Card" for player. This why it seems like you're casting one spell multiple times when really you're casting the same spell multiple times.
Have the trigger also add units you target to a unit group so you can have your Ghost cast his real spell on them.
There's nothing wrong with complaining about a product you've purchased.
That holds true when the complaints aren't ridiculous or written in a
pitifully toxic way. Rabidly running your mouth off about how Blizzard
is demonspawn and implying they actively work against the modding
community (see the quote @Eiviyn: Go) is deep into clown territory, for
instance. So are posts like @Colt556: Go.
Obviously some people are dissatisfied with Sc2 and the editor at the moment, which I don't blame them for although like you said they are venting it in a less than effective manner.
I think the main problem is their over profit hungry agenda is seriously
damaging the 'Blizzard reputation'. A lot of people out there including
myself viewed Blizzard hands down as the best gaming company out their
without a shadow of a doubt. Lately thou I'm seriously beginning to
question that.
Take into account that I'm an older gamer who's been 'with them' right
back since the early days of Starcraft 1, so I have a long history with
Blizzard as I'm sure many here do as well. A gaming company however must
continuously reach out to the younger generation turning them into loyal
customers.
How will the youngsters view Blizzard and Starcraft 2, that's very
important. How they perceive Blizzard as a company, I think many of them
won't be too impressed, which will effect Blizz in the future.
That's why some might say they are working against themselves :p
This is a good post, Blizzard's new stance from a company that seemed to genuinely be about building the best games they possibly could to making games that make the most money.
This is awesome but I seem to be having some trouble with the system.
It seems items aren't being detected upon pickup for me, the unit acquires whatever benefits and equips them properly, it just doesn't seem to show up in the dialog system.
EDIT: I fixed the problem :P, I didn't know that Inventory ID and Equipment ID had to correspond with the player :P
For Each Player in Player Group Do
- Create 20 Zergling for (Picker Player) at Center of RegionVariable[Picked Player]
Of course you will have to have a trigger that puts each Spawn location to the correct Variable array. E.g, Spawn 1 would be RegionVariable[1] to spawn for player 1.
Add each wave of units to one unit group, that way you can reference whether or not the wave is dead or alive.
Set up another trigger that checks whether or not the unit group is full of dead units every time a unit dies. Then you can create your next wave if the unit group is dead.
And voila, you should have a system that releases a wave after the wave of units is dead.
I don't think there is a built in engine in Sc2 for ability levels and detecting them, you'll simply have to work with a dummy system of abilities and validators to do this. There are some guides on leveling heroes and Wc3 like spells that can help you on the forums.
So I have a Behavior with a Damage Response on the Defender which reduces damage to 0 and it works fine. I want to attach a validator on this but am not sure what I can use to recall the source of damage. Do I use Target, Caster, Source, or Origin to recall the unit dealing damage?
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It's nice to see someone apply some calculated and balanced decisions to an existing melee map :D
Hopefully the community just gets better at accepting custom melee maps..
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I have a basic idea for this.
Basically what you'd want is to have a dummy spell that's cast 3 times to pick up targets and a real spell that will be cast 3 times to the targets previously selected.
Make a trigger that detects when the Unit casts the spell, and then have the trigger push the "Command Card" for player. This why it seems like you're casting one spell multiple times when really you're casting the same spell multiple times.
Have the trigger also add units you target to a unit group so you can have your Ghost cast his real spell on them.
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I don't think this is possible through Data, it could be done through triggers though.
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Obviously some people are dissatisfied with Sc2 and the editor at the moment, which I don't blame them for although like you said they are venting it in a less than effective manner.
This is a good post, Blizzard's new stance from a company that seemed to genuinely be about building the best games they possibly could to making games that make the most money.
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This is awesome but I seem to be having some trouble with the system.
It seems items aren't being detected upon pickup for me, the unit acquires whatever benefits and equips them properly, it just doesn't seem to show up in the dialog system.
EDIT: I fixed the problem :P, I didn't know that Inventory ID and Equipment ID had to correspond with the player :P
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Set up a trigger like this...
For Each Player in Player Group Do - Create 20 Zergling for (Picker Player) at Center of RegionVariable[Picked Player]
Of course you will have to have a trigger that puts each Spawn location to the correct Variable array. E.g, Spawn 1 would be RegionVariable[1] to spawn for player 1.
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Add each wave of units to one unit group, that way you can reference whether or not the wave is dead or alive.
Set up another trigger that checks whether or not the unit group is full of dead units every time a unit dies. Then you can create your next wave if the unit group is dead.
And voila, you should have a system that releases a wave after the wave of units is dead.
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Being utterly annoyed with having to restart Sc2 everytime I wanted to check my UI, I love you for this.
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Yes all of these are possible.
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Wait so you want a unit that basically follows the orders of a different unit?
For example I tell Unit A to move to a point.
Unit B moves to the same point.
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Want you need to change is the "Stats - Follow Range" field.
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If you post your map on here I could take a look at it and help you out, sounds like an odd problem :/
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I don't think there is a built in engine in Sc2 for ability levels and detecting them, you'll simply have to work with a dummy system of abilities and validators to do this. There are some guides on leveling heroes and Wc3 like spells that can help you on the forums.
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You could work with the "IsDead" validator to check whether or not the unit your unit is dealing damage to is dead or not.
I'm not sure if there is an alternative or better way but this should be sufficient to detect whether or not your unit has killed a unit.
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So I have a Behavior with a Damage Response on the Defender which reduces damage to 0 and it works fine. I want to attach a validator on this but am not sure what I can use to recall the source of damage. Do I use Target, Caster, Source, or Origin to recall the unit dealing damage?