Look at Zeratul's Void Prison, it disables detection. There are some flags in Behavior for things that are disabled while under the effect of the Buff. As I recall, there's one for Detection that can be set to Disabled.
Yes, well, adding didn't work. However, I managed to fix it.
Apparently, to add links, you have to use table view and combine structure values. Good to know.
I have two custom abilities, for which I have entered a cooldown into Cost - Cooldown - Time Use. This value shows up on the button in-game, but cooldown never activates.
Cooldowns do work fine for non-custom abilities, even when edited.
Only difference I've noticed is that my abilities lack the Cost - Cooldown - Link, but I can't add my ability's ID to that field, or even add it to the list of available IDs.
Maybe because units always enter the region Entire Map and never leave it.
There are other ways to check if you are close to a building, for example distance between point A and point B. You can look for the closest building and see if it's close enough.
There's also the "allow trigger to be skipped" action, if enough people press Escape you can skip a trigger. In that case, you can have it run another trigger when it skips.
Combined with something like a kickvote command, it would be pretty neat.
If you're set on doing it your way, use Number of Units in Unit Group and Units in Region Matching Condition.
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You can disable movement with a Behavior.
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Use a cloak ability instead, and have an actor swap the model when you use the cloak.
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Look at Zeratul's Void Prison, it disables detection. There are some flags in Behavior for things that are disabled while under the effect of the Buff. As I recall, there's one for Detection that can be set to Disabled.
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Or just use melee initialization to create bases and workers and remove 3 workers and the HQ building.
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The description that is displayed where weapons usually are listed will still display 100 Minerals, though. I haven't found where to change this.
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Eh, I've made maps nobody played, I'm written books barely anyone has read. I don't make things to please others, I make things I can feel proud of.
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Yes, well, adding didn't work. However, I managed to fix it. Apparently, to add links, you have to use table view and combine structure values. Good to know.
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I think you have to start with making something that YOU would want to play...
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I have two custom abilities, for which I have entered a cooldown into Cost - Cooldown - Time Use. This value shows up on the button in-game, but cooldown never activates.
Cooldowns do work fine for non-custom abilities, even when edited.
Only difference I've noticed is that my abilities lack the Cost - Cooldown - Link, but I can't add my ability's ID to that field, or even add it to the list of available IDs.
What to do?
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Did you add the weapon to Weapons - Weapon in the unit's data?
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@urashimakt: Go
Well, the trigger doesn't use "Any unit is attacked", so events will only be generated for the appropriate unit.
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As I recall, Spider Mines in StarCraft would attack cloaked units. Odd they don't in StarCraft 2, considering the Vulture is a legacy unit.
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Just use Attacking Unit instead of that lengthy and probably erroneous method involving finding the last attacker.
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Maybe because units always enter the region Entire Map and never leave it.
There are other ways to check if you are close to a building, for example distance between point A and point B. You can look for the closest building and see if it's close enough.
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I agree that chat command would be nicer.
There's also the "allow trigger to be skipped" action, if enough people press Escape you can skip a trigger. In that case, you can have it run another trigger when it skips.
Combined with something like a kickvote command, it would be pretty neat.
If you're set on doing it your way, use Number of Units in Unit Group and Units in Region Matching Condition.