I need to issue and order to a unit which attacks the nearest unit even if it is owned by the same player.
Here is the action:
Unit - Order (Picked unit) to ( Attack (Closest unit to (Position of (Picked unit)) in (Any units in (Region((Position of (Picked unit)), 4.0)) owned by player Any Player matching Excluded: Self, Structure, Missile, Dead, Hidden, Invulnerable, with at most Any Amount))) (Replace Existing Orders)
However, the ordered unit(s) seem to completely disregard this action if the unit is of owned by the same player - any ideas in getting this to work (or a possible workaround)?
I was looking back at the game variants in my custom map and it seems I had set up all of the teams and players already and have set them to locked - I'm not exactly sure what the locked option does but would hope it does the obvious and keep the players in the teams they were in at the lobby. See attached...
The game attribute has 2 values - player 1 and player 2 (their defaults set to player 1 and player 2 respectively) and I also locked them. Not sure if this helps or not but thought I would post it anyway ^^
Is there a good reason for this or are blizzard just playing games (no pun intended) with us? Because there are effectively just randomizing player setup as soon as a game is started...
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Named the "Cougher" (smoker from L4D)
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First time at the WTE. Here's my attempt.
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I have come across this when trying to preview a sound asset and then trying to save the file - as if the file never stopped playing.
Also when I tried this the I couldn't hear anything from the in-game preview, only the asset preview.
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Try using the action: Preload Sound
and also try ticking the "Stream" box on the sound in the data editor
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Vophsix - 351 - EU
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One major difference from WorldEdit is actors - take a look at this tutorial
http://forums.sc2mapster.com/development/tutorials/4656-data-working-with-actors-beginner-difficulty/
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Thanks for this zifoon! Will check it out soon - though i'm sure you are right about this! :)
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Does Unit - Subgroup Priority do what you want?
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I need to issue and order to a unit which attacks the nearest unit even if it is owned by the same player.
Here is the action:
Unit - Order (Picked unit) to ( Attack (Closest unit to (Position of (Picked unit)) in (Any units in (Region((Position of (Picked unit)), 4.0)) owned by player Any Player matching Excluded: Self, Structure, Missile, Dead, Hidden, Invulnerable, with at most Any Amount))) (Replace Existing Orders)
However, the ordered unit(s) seem to completely disregard this action if the unit is of owned by the same player - any ideas in getting this to work (or a possible workaround)?
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Here you go - see attached
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I was looking back at the game variants in my custom map and it seems I had set up all of the teams and players already and have set them to locked - I'm not exactly sure what the locked option does but would hope it does the obvious and keep the players in the teams they were in at the lobby. See attached...
Let me know what you think
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Another attempt:
gv_player = GameAttributePlayerValue("1", 1);
Where gv_player is of type Arttribute Value and the first parameter is the ID of the game attribute, second is the player in question
This function returns a string value - possibly the value against the lobby player slot as defined in the game attribute
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Oh well I definitely up for seeing the lobby teams working, I can't test anything unfortunately due to not being in the beta.
Here is what the raw code does for attribute variables:
string gv_player1;
string gv_player2;
void InitGlobals () {
gv_player1 = "0001";
gv_player2 = "0002";
}
The game attribute has 2 values - player 1 and player 2 (their defaults set to player 1 and player 2 respectively) and I also locked them. Not sure if this helps or not but thought I would post it anyway ^^
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You could however not have any teams in the lobby and just create your own team selection in-game..
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Is there a good reason for this or are blizzard just playing games (no pun intended) with us? Because there are effectively just randomizing player setup as soon as a game is started...