Don't know, was it repaired, but there is 1 funky bug:
If you upgrade their Armor, they start to have a glitch - you almost can't kill them, because their max hp is switching between 660 and 1440.
To shields that also applies.
For my method i could suggest creating an invisible unit at each point created, then add each unit to the variable, and make a Comparisson:
Unit is Visible to Player = true;
Unit is in Unit Group = true
Then, when the comparison is true, you just add a percentage to the count, and remove the visible unit from the unit group.
Also, as an event, you could use a 1 second timer for it. at the end of the trigger, create an If statement:
If (Number of units in (Unit Group)) = 0, then
Turn off this Trigger
Else
Do nothing
If you have trouble with counting points, just when each point is created, make variable + 1. Then use the debug screen or make it type a message to the players on the screen.
I could write you a whole trigger, but my editor is in Russian, and that copy-pasting won't help anybody here ;(
Or, you could fill the map with points, and just use the detection of points that visible. Then, when each point gets discovered, you should add a percentage to the count, and delete the point that was discovered.
@robncnp1: Go
Really, I mean REALLY!!?? At 1:30a, when I have to be up @ 5 frickin 30 I find out you have to have ANOTHER button linking to command card 1 when linking to another card, then what the heck is the cancel submenu ability for? Retarded number of HOURS trying to figure this out . . . .
Em, what do you mean? Cancel is for returning to default submenu (1). You can link a button to any CC. Whats the problem with that?
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Don't know, was it repaired, but there is 1 funky bug:
If you upgrade their Armor, they start to have a glitch - you almost can't kill them, because their max hp is switching between 660 and 1440.
To shields that also applies.
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Mb, using Validators should to the trick.
Don't know anything more :D
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you need to change actor events in order to get rid of the building problem. also, change the scale of building model of supply depot.
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For my method i could suggest creating an invisible unit at each point created, then add each unit to the variable, and make a Comparisson:
Unit is Visible to Player = true;
Unit is in Unit Group = true
Then, when the comparison is true, you just add a percentage to the count, and remove the visible unit from the unit group.
Also, as an event, you could use a 1 second timer for it. at the end of the trigger, create an If statement:
If (Number of units in (Unit Group)) = 0, then
Turn off this Trigger
Else
Do nothing
If you have trouble with counting points, just when each point is created, make variable + 1. Then use the debug screen or make it type a message to the players on the screen.
I could write you a whole trigger, but my editor is in Russian, and that copy-pasting won't help anybody here ;(
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Region Array?
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Or, you could fill the map with points, and just use the detection of points that visible. Then, when each point gets discovered, you should add a percentage to the count, and delete the point that was discovered.
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I suggest you to look in Campaign map called TRaynor03.SC2Map. There you can find all kinds of triggers for attack waves.
I just can't figure it out atm :D for me it would be easier to just trigger the attack without using an AI
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i''l write to you tommorow (its 1.12 am here <_>)
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Hey, I'm interested in helping and playing. Also, you can link maps via triggers (if I remember correctly).
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Create a region at the Gathering point of zerglings. Then, pick every unit in region and add them to the attack wave. that should work
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Just duplicate a unit and his actor, and it will work fine.
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Its somewhat easy. Just make a behavior for an item, add the new behavior to it. Than, make a new requirment:
Use:
And:
Count Behavior ;
Constant 1;
Show: (if you want to hide the button)
And:
Count Behavior ;
Constant 1;
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Cant you just open the Data window, close the Terrain window, and test it?
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@Shendoo2: Go
Yep. When you set Requirements, you must use the "Hint" field. Type there the requirement like a text, and it should look better.
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Em, what do you mean? Cancel is for returning to default submenu (1). You can link a button to any CC. Whats the problem with that?