Your idea for an ability with a custom requirement i think is the most elegant solution, I dont think theres a way to have the behavior 'jump' to another unit on death without utilizing triggers, but someone who knows more about the data editor than I may say otherwise :)
Even without using the command card, you should be able to just create the abilities in the data editor and fire them from a trigger yes? Im not sure what exactly you're asking.
Strange, ive only ever seen that show up when messing around with copies of salvage. Do you have any mineral costs associated with the ability? Or any costs in general, energy etc.
I had this idea, and eventually used a trigger for when unit becomes idle. But this was for a map that the players had no control over individual units, like income wars, or nexus wars.
You could make a dummy ability, set it to autocast with your desired criteria, then if need be, hide the ability on a command card the player cant see, and then do your trigger on use of that abililty? This is untested, but its my 2c
do the buttons do different things for each player?
If its the same, just do the event for any player, and then when you need to assign something to that player inside the trigger, use the function TriggeringPlayer.
If this isnt applicable, please disregard :D
EDIT: This is from one of my maps and should show what i mean
Unlock-ProtossAir2EventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeClickedLocalVariablestrigplayerasgroup=(Playergroup((Triggeringplayer)))<PlayerGroup>Conditions(Useddialogitem)==Buttons[UnlockProtossAir2]ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAvailableUnlocks[(Triggeringplayer)]>=1ThenEnableButtonUnit((Triggeringplayer),Carrier)EnableButtonResearch((Triggeringplayer),ProtossShields3)EnableButtonResearch((Triggeringplayer),ProtossAirAttack3)EnableButtonResearch((Triggeringplayer),ProtossAirArmour3)EnableButtonResearch((Triggeringplayer),FluxVanes)EnableButtonResearch((Triggeringplayer),GravitonCatapult)ElseUI-Display"You do not have any available unloc..."fortrigplayerasgrouptoErrorarea
What was the last version the maps were loaded under? Ive never had problems from the transition.
Also, can you describe whats gone wrong?
First instinct say load the map, then do a save as, save it as a new file, close the editor and reopen the new file. If its anything like messing with dependencies, everything looks messed up, but after a save/load it goes back to normal.
You dont, requirements are made/edited in the data editor, take a look at some of the other tech requirements, its a little tricky at first, see if i can explain :)
Lets take a look at the Learn Protoss Ground Weapons 3 requirement.
under the first Folder, of the same name. You will see 2 More folders, one is Use, and one is Show.
When a button has this requirement, it will show in the command card if the conditions under the "Show" Folder return true, in this case. If the count of the protossgroundwepaonslevel3 is que'd or better, meaning its been que'd up somewhere, or its been completed already (the better portion of the statement) is equal to 0, it will show up. If that statement returns false, meaning we DO have it que'd up somewhere(because now the count is not equal to 0), or we have it competed, the button will be hidden.
The use folder functions the same way, if the statements inside it, return true, the ability is usable, in our example, the ProtossGrounWeaponsLevel2 must be complete and any amount of (notice there's no constant with the unit count statement) TwilightCouncils are equal to complete.
At least that's how i understand it, Ive only made a few requirements myself.
They're about the same, at its core, an autocast behaves very much like a search effect, it checks every 0.X seconds if its autocast validators return true, and if so, tries to cast.
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@Zackreaver: Go
Your idea for an ability with a custom requirement i think is the most elegant solution, I dont think theres a way to have the behavior 'jump' to another unit on death without utilizing triggers, but someone who knows more about the data editor than I may say otherwise :)
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@togrias: Go
Even without using the command card, you should be able to just create the abilities in the data editor and fire them from a trigger yes? Im not sure what exactly you're asking.
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@Araxnid: Go
Check out the objectives section, that should put you on the right path.
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@Zero0018: Go
Strange, ive only ever seen that show up when messing around with copies of salvage. Do you have any mineral costs associated with the ability? Or any costs in general, energy etc.
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@wowacesucksmassivekok: Go
Any item, or one in particular?
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@sandround: Go
I had this idea, and eventually used a trigger for when unit becomes idle. But this was for a map that the players had no control over individual units, like income wars, or nexus wars.
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@NotoriousSpy: Go
You could make a dummy ability, set it to autocast with your desired criteria, then if need be, hide the ability on a command card the player cant see, and then do your trigger on use of that abililty? This is untested, but its my 2c
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@Swifteg: Go
start with Unit from Unit Group, then on the fly create your unit group with Units in Region Matching Condition
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@Swifteg: Go
Is this nydus very central for your map? meaning players start with 1 each, and it exists until they lose? If they only ever have 1, its real easy.
If this is correct, the following should work:
Another way would be to use an array variable, with each players nydus in their respective 'slot'
If thats not correct, let me know and im sure I can throw together an example that pertains to your problem.
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@Swifteg: Go
do the buttons do different things for each player?
If its the same, just do the event for any player, and then when you need to assign something to that player inside the trigger, use the function TriggeringPlayer.
If this isnt applicable, please disregard :D
EDIT: This is from one of my maps and should show what i mean
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@Thebillsta: Go
What was the last version the maps were loaded under? Ive never had problems from the transition.
Also, can you describe whats gone wrong?
First instinct say load the map, then do a save as, save it as a new file, close the editor and reopen the new file. If its anything like messing with dependencies, everything looks messed up, but after a save/load it goes back to normal.
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@Swifteg: Go
Of course, just make a variable outside of the trigger, it will be created and listed in the same place as your triggers are.
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@Darkling155: Go
You dont, requirements are made/edited in the data editor, take a look at some of the other tech requirements, its a little tricky at first, see if i can explain :)
Lets take a look at the Learn Protoss Ground Weapons 3 requirement.
under the first Folder, of the same name. You will see 2 More folders, one is Use, and one is Show.
When a button has this requirement, it will show in the command card if the conditions under the "Show" Folder return true, in this case. If the count of the protossgroundwepaonslevel3 is que'd or better, meaning its been que'd up somewhere, or its been completed already (the better portion of the statement) is equal to 0, it will show up. If that statement returns false, meaning we DO have it que'd up somewhere(because now the count is not equal to 0), or we have it competed, the button will be hidden.
The use folder functions the same way, if the statements inside it, return true, the ability is usable, in our example, the ProtossGrounWeaponsLevel2 must be complete and any amount of (notice there's no constant with the unit count statement) TwilightCouncils are equal to complete.
At least that's how i understand it, Ive only made a few requirements myself.
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@soulwhip: Go
They're about the same, at its core, an autocast behaves very much like a search effect, it checks every 0.X seconds if its autocast validators return true, and if so, tries to cast.
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@HeyRevolver: Go
True :)