I'm going to conclude this is not possible due to model lacking TurretZ, so I set weapon arc to 360 and made a trigger to force unit to face the target when attacking. Looks a bit weird but it's passable.
Well, I added a turret, but the turret doesn't rotate towards the targets when attacking and the launch effect isn't showing correctly.
How do I get the turret to face direction of attack? My turret actor is a copy of the Reaper actor, which is attached to another copy of the Reaper actor with model set to invisible.
How do I get the attack actor to work like it would if it belonged to a regular Reaper? The turret is after all a Reaper so it should be possible to get launch to attach the same way it does on the unit.
I want to make the Reaper attack while moving, and it does, but only if enemies are in front of it. Is it possible to stop units from turning in the direction they move in while still having them able to turn, and get them to turn to attack while moving instead? Or do I have to use a Reaper turret attached to an invisible unit?
Well you could use charges for your build/train abilities with a charge link being used as a resource, and having the charge location set to Player.
You can set different charge costs for different abilities and use a dialog to display the charge count as a resource.
Though you can only have one charge link per ability so it would just add 1 more resource per ability, though you can have any number of resources as long as you limit it to 1 resource implemented this way per ability.
A rather ugly way to add infinite resource types where you can use multiple ones in one ability using data is to have a stackable dummy behavior per resource you add to your units, and when you build/train it checks that you have enough behaviors stacked on the building unit using a validator/requirement, and the building ability then executes a search effect with a massive range to remove X counts of the behavior from all units owned by the player, where X is the cost in the related resource.
Since I have an RPG with custom UI, I'd like to hide the selection ring around the hero and the health/energy bars. However, I still want you to be able to hover over other player's heroes and see their health and energy bars. The hero will always be selected for the player who owns it so if there is a way to show the bars for non-selected units only that would be acceptable.
Not only does the above trigger not work, it's also wastefully overcomplicated.
1 trigger, 1 event, 1 variable, 1 condition. That is all that is needed.
Create a variable which denotes which player currently owns the tower. Let's call it TowerOwner for this example. Set it to some unused player initially.
Then make a trigger something like this:
Event: Any unit enters region MiddleTower
Condition: Number of units in unit group (Units in region matching condition(Any unit type, MiddleTower, Owner of Triggering unit, ...)) > Number of units in unit group (Units in region matching condition(Any unit type, MiddleTower, TowerOwner, ...))
If you want to do stuff like this I can help you with that, I don't know how to do highlighting however.
Basically, what I did was to save as 32 bit TGA with alpha, import into map and create an Image dialog item with the imported image on it. Then added a button on top of the image and set its transparency to 100%. The button won't be visible but still repond to being clicked, so it will be like clicking the image.
0
I'm going to conclude this is not possible due to model lacking TurretZ, so I set weapon arc to 360 and made a trigger to force unit to face the target when attacking. Looks a bit weird but it's passable.
0
Well, I added a turret, but the turret doesn't rotate towards the targets when attacking and the launch effect isn't showing correctly.
How do I get the turret to face direction of attack? My turret actor is a copy of the Reaper actor, which is attached to another copy of the Reaper actor with model set to invisible.
How do I get the attack actor to work like it would if it belonged to a regular Reaper? The turret is after all a Reaper so it should be possible to get launch to attach the same way it does on the unit.
0
Well shooting stuff behind you would just look too weird...
0
I want to make the Reaper attack while moving, and it does, but only if enemies are in front of it. Is it possible to stop units from turning in the direction they move in while still having them able to turn, and get them to turn to attack while moving instead? Or do I have to use a Reaper turret attached to an invisible unit?
0
Just completed Marine class.
0
Well you could use charges for your build/train abilities with a charge link being used as a resource, and having the charge location set to Player. You can set different charge costs for different abilities and use a dialog to display the charge count as a resource.
Though you can only have one charge link per ability so it would just add 1 more resource per ability, though you can have any number of resources as long as you limit it to 1 resource implemented this way per ability.
A rather ugly way to add infinite resource types where you can use multiple ones in one ability using data is to have a stackable dummy behavior per resource you add to your units, and when you build/train it checks that you have enough behaviors stacked on the building unit using a validator/requirement, and the building ability then executes a search effect with a massive range to remove X counts of the behavior from all units owned by the player, where X is the cost in the related resource.
0
I tried some settings there before, didn't help.
If you know specifically what fields to change and to what that would help.
0
Since I have an RPG with custom UI, I'd like to hide the selection ring around the hero and the health/energy bars. However, I still want you to be able to hover over other player's heroes and see their health and energy bars. The hero will always be selected for the player who owns it so if there is a way to show the bars for non-selected units only that would be acceptable.
0
Not only does the above trigger not work, it's also wastefully overcomplicated. 1 trigger, 1 event, 1 variable, 1 condition. That is all that is needed.
0
Of course nested for loops have their uses, but it's often as a last resort, if you can't/don't have time to come up with a good algorithm.
0
Nested loops should be avoided in general due to their time complexity. O(n²) is not very good efficiency.
0
Don't need nested for loops.
Create a variable which denotes which player currently owns the tower. Let's call it TowerOwner for this example. Set it to some unused player initially.
Then make a trigger something like this:
Event: Any unit enters region MiddleTower
Condition: Number of units in unit group (Units in region matching condition(Any unit type, MiddleTower, Owner of Triggering unit, ...)) > Number of units in unit group (Units in region matching condition(Any unit type, MiddleTower, TowerOwner, ...))
Then do your give vision stuff in the actions.
0
If you want to do stuff like this I can help you with that, I don't know how to do highlighting however.
Basically, what I did was to save as 32 bit TGA with alpha, import into map and create an Image dialog item with the imported image on it. Then added a button on top of the image and set its transparency to 100%. The button won't be visible but still repond to being clicked, so it will be like clicking the image.
0
And now, introducing the Dark Templar!
0
In the buff that adds shields, edit the field:
Combat - Modification - Vital Gained from Damage Taken - Damage Kind
Amount of vitals the unit receives when it takes damage from each kind of damage Can be used to reduce the damage taken by certain damage kinds
http://wiki.sc2mapster.com/galaxy/data/behaviors/buff/
The value is a fraction of damage, so for 1 Life per 6 damage, enter 1/6, about 0.167 into the Life section for the appropriate damage types.