The first trigger is only needed with this method (unless you can find a way around it) because of 'Mouse X/Y position clicked in the world'. If you try to call it without first checking for a mouse click event, it explodes in-game.
I don't have a great answer for you, but if I was reading an answer by Nebuli posted here correctly->http://www.sc2mapster.com/forums/development/triggers/69635-resolved-general-how-often-does-sc2-check-events-for/#p6, the triggers would only register 16 of those 200 clicks from any one user due to there being a limit to how many times per second the triggers can be made to check for events. Nebuli's answer applied specifically to using periodic trigger events, so I'm not sure if it's uniform for all trigger event checks.
Hopefully someone more knowledgeable about this stops by.
I can't think of a way this could be done with the data editor, but the triggers already have a Distance Between Points function. Maybe something like:
Not sure if I completely understand what you want to do, but you can go to Terrain, then to Water and click on "Char2". At the very bottom of the pane you will see "Edit Water" - that is where you can make some changes to its look.
If the lava type isn't very responsive in the editor, you can change its type to Water and the color changes will be much more immediate and apparent.
The problem was that the trigger I originally recommended used (Triggering unit), but it turns out that because of the setup with the Any Unit construction progress event, the trigger needed to use (Triggering progress unit).
If you set it to increase the upgrade level for the player, it should show up with a 1, 2, 3. Making it display the proper icon might take a little bit more, such as checking to see if the player already has Terran Infantry Armor Level 1 set to 1 so that it can proceed to Armor Level 2 (which would change the icon, I think).
Based on what you want, I think you can get away with just having two unit groups and a trigger that checks for unit creation.
PlayerGroupLeaderA = (Empty unit group) <Unit Group>
PlayerGroupLeaderB = (Empty unit group) <Unit Group>
For your trigger, you will need to check to see if one of your leader units are created. For example, we'll say that the leaders are a Zergling, Marine, or a Zealot (since I don't know what you're using).
Go into the Data Editor, then go to Abilities and type in 'SCV - Gather' and click on it. On the right hand panel, click on the 'Stats' tab and find '(Basic) Flags'. You should see a little checkbox that says 'Bypass Resource Queue'. If you check that, it should work.
Go into the Data Editor, then go to Abilities and type in 'Command Center - Train' and click on it.
On the right panel, where it says '(Basic) Info - Charge - Count (Use)', the very top one will say Train SCV - SCV. Double click on it, and from here you can edit what it actually does. You can change the button to whatever you want, and then scroll down to the Unit, double click on it and select your custom SCV instead. That should change everything that uses the CC Train ability to create your custom unit.
I did some testing to see how it would work, and I think the following will be better than my first suggestion:
1
Go into the Data Editor, then find Upgrades and type in "Terran Infantry Armor Level 1" (Or whichever you want to use). On the right panel, scroll down and find "(Basic) Max Level", and change it from 1 to 3 (if you only want three engineering bays max for the player). This is how many times the game will allow the upgrade to be applied in-game, so if it stays at 1, only one Engineering Bay will actually increment the armor for your units.
2
In Triggers, create a variable, such as UpgradeLevel = 0 <Integer>. This will track the progress for one player (if you have more than one player, make UpgradeLevel an array).
3
Create a new trigger. This will almost be the same as my previous post, but with a few changes.
0
The triggers have built-in events for "Unit is created." If you use this event, you can use the "Last created unit" function to get the unit.
0
Ah, I see. That will be pretty cool to implement.
The first trigger is only needed with this method (unless you can find a way around it) because of 'Mouse X/Y position clicked in the world'. If you try to call it without first checking for a mouse click event, it explodes in-game.
0
I don't have a great answer for you, but if I was reading an answer by Nebuli posted here correctly->http://www.sc2mapster.com/forums/development/triggers/69635-resolved-general-how-often-does-sc2-check-events-for/#p6, the triggers would only register 16 of those 200 clicks from any one user due to there being a limit to how many times per second the triggers can be made to check for events. Nebuli's answer applied specifically to using periodic trigger events, so I'm not sure if it's uniform for all trigger event checks.
Hopefully someone more knowledgeable about this stops by.
0
I can't think of a way this could be done with the data editor, but the triggers already have a Distance Between Points function. Maybe something like:
isMouseClicked = No Point <Point>
Mouse Clicked Trigger:
Check Distance Trigger:
Not sure if this helps/is what you were hoping for. This shouldn't be too laggy.
0
Not sure if I completely understand what you want to do, but you can go to Terrain, then to Water and click on "Char2". At the very bottom of the pane you will see "Edit Water" - that is where you can make some changes to its look.
If the lava type isn't very responsive in the editor, you can change its type to Water and the color changes will be much more immediate and apparent.
0
Alright cool, I took a look at your triggers and it turns out the problem is with what I recommended. A slight change fixes it.
Upgrade Trigger (UPDATED)
The problem was that the trigger I originally recommended used (Triggering unit), but it turns out that because of the setup with the Any Unit construction progress event, the trigger needed to use (Triggering progress unit).
Let me know if you need anything else!
0
If you set it to increase the upgrade level for the player, it should show up with a 1, 2, 3. Making it display the proper icon might take a little bit more, such as checking to see if the player already has Terran Infantry Armor Level 1 set to 1 so that it can proceed to Armor Level 2 (which would change the icon, I think).
0
Based on what you want, I think you can get away with just having two unit groups and a trigger that checks for unit creation.
PlayerGroupLeaderA = (Empty unit group) <Unit Group>
PlayerGroupLeaderB = (Empty unit group) <Unit Group>
For your trigger, you will need to check to see if one of your leader units are created. For example, we'll say that the leaders are a Zergling, Marine, or a Zealot (since I don't know what you're using).
Then for your defeat thing, it could be another trigger:
This should work regardless if it's a 1v1, 2v2, 5v5, etc. since you can always set it up to be team 1 versus team 2.
0
Go into the Data Editor, then go to Abilities and type in 'SCV - Gather' and click on it. On the right hand panel, click on the 'Stats' tab and find '(Basic) Flags'. You should see a little checkbox that says 'Bypass Resource Queue'. If you check that, it should work.
Found the information from:
http:www.sc2mapster.com/forums/resources/tutorials/1225-data-mineral-editing-fast-map-style/
0
I think this should do what you're wanting it to do:
0
Go into the Data Editor, then go to Abilities and type in 'Command Center - Train' and click on it.
On the right panel, where it says '(Basic) Info - Charge - Count (Use)', the very top one will say Train SCV - SCV. Double click on it, and from here you can edit what it actually does. You can change the button to whatever you want, and then scroll down to the Unit, double click on it and select your custom SCV instead. That should change everything that uses the CC Train ability to create your custom unit.
Hope this works
0
I did some testing to see how it would work, and I think the following will be better than my first suggestion:
1 Go into the Data Editor, then find Upgrades and type in "Terran Infantry Armor Level 1" (Or whichever you want to use). On the right panel, scroll down and find "(Basic) Max Level", and change it from 1 to 3 (if you only want three engineering bays max for the player). This is how many times the game will allow the upgrade to be applied in-game, so if it stays at 1, only one Engineering Bay will actually increment the armor for your units.
2 In Triggers, create a variable, such as UpgradeLevel = 0 <Integer>. This will track the progress for one player (if you have more than one player, make UpgradeLevel an array).
3 Create a new trigger. This will almost be the same as my previous post, but with a few changes.
4 Create another trigger. This one will check to see if an Engineering Bay is destroyed.
0
Hi
I think something like the following will work if you do it with triggers. It might also be possible using the data editor.
Hope this works