What SkrowFunk said - there's no way to import units directly from SC1 to SC2. If you want exact replicas of the units from SC1, you'll have to copy over the stats by hand, and find custom models for the units that are missing. If you're looking for a place to start, try Jones313's and Ultraling's remake of the SC1 campaigns:
http://www.sc2mapster.com/maps/sc1-episode-1-rebel-yell/
This might take a bit longer than as "fast as possible".
It might be easier to use variables - once a player builds a city/capital, it sets their array var to true.
For counting the cities, I suggest you make a Condition out of it. Have it pick every unit in the map, if the unit owned by player A is of type 1, add one to the counter. Then return the counter's value.
Yeah, having to add every single pellet as an event was one of the roadblocks that made me switch back to using abilities. I'm still holding out on an ability fix (mainly because of all the time I already spent on it) but if it doesn't work out I will try that. Thanks
I haven't worked with random numbers yet, so I couldn't tell you. Blizzard fixed up a lot of the things in this one that were wrong with the World Editor, so I would guess it doesn't do that.
The scenery is looking nice.
Also, you could consider the name "Gods' Grove", referring to multiple gods. It would fit in with the Warcraft universe too.
When you duplicate a unit, it should show a menu with a checklist for all the units' links you want to duplicate. (See screencap) Is your brother duplicating by copying and pasting?
Ahh OneTwoSC beat me to it! Here's a similar way though:
For the periodical trigger idea, add all user controlled players to a variable at game init, Player Group type. In your trigger, pick all players in the player group variable to check if they left. Then when a player leaves, remove the player from the player group. It'll only check players still in the game.
I can't imagine there isn't a way to detect if a player left regardless, it seems like such a commonly used event that they'd have it in there.
That one's easy, you wanna subtract the damage amount + crit from the unit's total health. Right now its health is being set to how much damage you want to do. Something like this: Unit Property(Health) - (Triggering damage amount) - (Real(Bonuscritdamage)).
Don't ya hate those obvious solutions that take an hour to figure out?
The problem is in the "Triggering damage amount" in the last action. hang on...
Ok, your problem is that the "Triggering damage amount" is meant to be used with the "Unit takes damage" event, not "Unit is attacked". Change it to said event, everything should work fine.
In my opinion, loading screens are never good unless they're made by a professional/experienced graphics designer. For an amateur job it looks alright. Here's a tip: the more time you spend improving a graphic, the better it tends to be.
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@totalysharky: Go
What SkrowFunk said - there's no way to import units directly from SC1 to SC2. If you want exact replicas of the units from SC1, you'll have to copy over the stats by hand, and find custom models for the units that are missing. If you're looking for a place to start, try Jones313's and Ultraling's remake of the SC1 campaigns: http://www.sc2mapster.com/maps/sc1-episode-1-rebel-yell/
This might take a bit longer than as "fast as possible".
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Have you considered making a podcast out of it?
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It might be easier to use variables - once a player builds a city/capital, it sets their array var to true.
For counting the cities, I suggest you make a Condition out of it. Have it pick every unit in the map, if the unit owned by player A is of type 1, add one to the counter. Then return the counter's value.
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I think it would be hard to do the damaging rooms thing right, but I'm way picky on how realistic my maps are. It's a nice outline, though.
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Yeah, having to add every single pellet as an event was one of the roadblocks that made me switch back to using abilities. I'm still holding out on an ability fix (mainly because of all the time I already spent on it) but if it doesn't work out I will try that. Thanks
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The first way should work fine. Maybe you didn't change all the "Attacking units" to "Damaging units"?
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I tried that originally, but it turned into a quagmire of variables and actions, and I gave up. Thnx for the tip though.
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I haven't worked with random numbers yet, so I couldn't tell you. Blizzard fixed up a lot of the things in this one that were wrong with the World Editor, so I would guess it doesn't do that.
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The scenery is looking nice.
Also, you could consider the name "Gods' Grove", referring to multiple gods. It would fit in with the Warcraft universe too.
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When you duplicate a unit, it should show a menu with a checklist for all the units' links you want to duplicate. (See screencap) Is your brother duplicating by copying and pasting?
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Ahh OneTwoSC beat me to it! Here's a similar way though:
For the periodical trigger idea, add all user controlled players to a variable at game init, Player Group type. In your trigger, pick all players in the player group variable to check if they left. Then when a player leaves, remove the player from the player group. It'll only check players still in the game.
I can't imagine there isn't a way to detect if a player left regardless, it seems like such a commonly used event that they'd have it in there.
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That one's easy, you wanna subtract the damage amount + crit from the unit's total health. Right now its health is being set to how much damage you want to do. Something like this: Unit Property(Health) - (Triggering damage amount) - (Real(Bonuscritdamage)). Don't ya hate those obvious solutions that take an hour to figure out?
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The problem is in the "Triggering damage amount" in the last action. hang on... Ok, your problem is that the "Triggering damage amount" is meant to be used with the "Unit takes damage" event, not "Unit is attacked". Change it to said event, everything should work fine.
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Can you take a screen cap of the trigger? It would be much easier to understand.
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Image is broken btw.
In my opinion, loading screens are never good unless they're made by a professional/experienced graphics designer. For an amateur job it looks alright. Here's a tip: the more time you spend improving a graphic, the better it tends to be.