So I've created an ability meant to target a unit, where the result is to reveal the unit to all allies. I'm able to reveal the location of that unit to myself (using effect create persistent, unfog reveal flag), but when it moves out of that location, you can't see it no more.
So how to make it visible to all players even if it's out of line of sight?
This is great job, ZyphreRZO. Using it for my map, it's real good.
BTW, I'm thought I'd ask you this. The way you used for items on target unit requires prestoring a target unit beforehand. Is there a way to use the item via the trigger, then player gets to select the target through cursor, only then the order is issued?
Have you found a way to use items requiring a target unit?
I know a way it's just that it requires prestoring target unit before issuing the order....isn't there a way to use the item then players gets to manually select target?
Usually in game, when you use an item that requires a target unit, you first click on the item, then click on the targeted unit, and then the effect is issued to that unit. However, using the trigger editor, the only way to issue this kind of order is to store that targeted unit before issuing the order itself. What I like to do is to use the trigger editor to use the item, without first pre-storing the targeted unit, but instead the player gets to manually pick the target unit next, then the order is issued. Anyone have any ideas?
Umm. Call me stupid, but how to disable the terrain and save only as SC2Mod file? There's no option I can see that allows that other than creating a brand new SC2Mod from scratch....
Okay vjeux and BumInTheNig, I got it. Thanks guys.
A question: How do you know all these limitations and the details of them, surely there's some sort of documentation somewhere that touches on them, no?
So I have 2 triggers that run periodically throughout the game, working fine for 4 weeks now. Just recently, they trigger error message starting appearing, saying that they're taking too long. Anyone have any ideas what's causing this? Perhaps there's too much triggers and events, causing them to stop executing to free up system resources maybe?
So I've got two different maps, both of which has sizeable data. My goal is to transfer a portion of the data of one map to the other. Still they're pretty big. There's heroes/abilities/effects/actors what have you. The only way I know to copy over is to manually do so one at a time, which is pretty sucks, not to mention all the dependencies between them (data linking) might be gone after. Also, there's some data on the map that I wanted copy over to, which are duplicates and kinda wanna replace with the newer versions (same ID). A similar issue may arise, in that some triggers actually depend on these data, they linkage betwen them might be gone after the copying process.
This is a solution. However, what if the unit with the critical strike ability always changes weapons? Not to mention that each weapons deal different damage to different unit types (armored, massive, light). So essentially the damage dealt will be 2x of the weapon damage versus each of the unit types.
Isn't there some value to just modify the fraction of the damage output?
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So I've created an ability meant to target a unit, where the result is to reveal the unit to all allies. I'm able to reveal the location of that unit to myself (using effect create persistent, unfog reveal flag), but when it moves out of that location, you can't see it no more.
So how to make it visible to all players even if it's out of line of sight?
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Bump
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This is great job, ZyphreRZO. Using it for my map, it's real good.
BTW, I'm thought I'd ask you this. The way you used for items on target unit requires prestoring a target unit beforehand. Is there a way to use the item via the trigger, then player gets to select the target through cursor, only then the order is issued?
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Here's the work of ZyphreRZO BTW. It's an item utility library that's pretty useful for item usage.
http://forums.sc2mapster.com/resources/trigger-libraries/5636-library-galaxy-item-utility-library
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@Helral: Go
Have you found a way to use items requiring a target unit?
I know a way it's just that it requires prestoring target unit before issuing the order....isn't there a way to use the item then players gets to manually select target?
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Usually in game, when you use an item that requires a target unit, you first click on the item, then click on the targeted unit, and then the effect is issued to that unit. However, using the trigger editor, the only way to issue this kind of order is to store that targeted unit before issuing the order itself. What I like to do is to use the trigger editor to use the item, without first pre-storing the targeted unit, but instead the player gets to manually pick the target unit next, then the order is issued. Anyone have any ideas?
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Ah. I see now.
Umm. Call me stupid, but how to disable the terrain and save only as SC2Mod file? There's no option I can see that allows that other than creating a brand new SC2Mod from scratch....
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Okay vjeux and BumInTheNig, I got it. Thanks guys.
A question: How do you know all these limitations and the details of them, surely there's some sort of documentation somewhere that touches on them, no?
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So I have 2 triggers that run periodically throughout the game, working fine for 4 weeks now. Just recently, they trigger error message starting appearing, saying that they're taking too long. Anyone have any ideas what's causing this? Perhaps there's too much triggers and events, causing them to stop executing to free up system resources maybe?
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Bump
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As the title says. I'm using the built in inventory system of SC2. I just want to retrieve all the items carried excluding those equipped by the unit.
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So I've got two different maps, both of which has sizeable data. My goal is to transfer a portion of the data of one map to the other. Still they're pretty big. There's heroes/abilities/effects/actors what have you. The only way I know to copy over is to manually do so one at a time, which is pretty sucks, not to mention all the dependencies between them (data linking) might be gone after. Also, there's some data on the map that I wanted copy over to, which are duplicates and kinda wanna replace with the newer versions (same ID). A similar issue may arise, in that some triggers actually depend on these data, they linkage betwen them might be gone after the copying process.
My question is there a more efficient way?
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@zifoon: Go
This is a solution. However, what if the unit with the critical strike ability always changes weapons? Not to mention that each weapons deal different damage to different unit types (armored, massive, light). So essentially the damage dealt will be 2x of the weapon damage versus each of the unit types.
Isn't there some value to just modify the fraction of the damage output?
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@Helral: Go
Got it. Thanks.
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I'm not sure how to create a behavior that spawns a unit. Trying to avoid using triggers.