Okay this is most likely because some reason events ( I believe ) will not re-fetch a units position and use its static initial position.
This is my suggestion and I believe this will work, to activate random encounters or when battle is over have another trigger, ' Start Trigger ( Random Encouter ) ' to restart the trigger as there's no event.
RandomEncountersEventsLocalVariablesRandom=0<Integer>UnitOldLocationPoint=NoPoint<Point>ConditionsActionsGeneral-While(Conditions)aretrue,do(Actions)ConditionsUnitinbattle==falseActionsVariable-SetUnitOldLocationPoint=(PositionofMarine[125.90,124.98])General-Wait2.0GameTimesecondsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Distancebetween(PositionofMarine[125.90,124.98])andUnitOldLocationPoint)>=1.0ThenVariable-SetRandom=(Randomintegerbetween1and100)General-If(Conditions)thendo(Actions)elsedo(Actions)IfRandom<=10Then------- COMMENT: INITIATE MOVE TO BATTLETrigger-Stopallinstancesof(Currenttrigger)ElseElse
However it is an event and I don't believe events re-fetch the units position so you may have to make it a variable and have that variable fetched on so conditions...
I hate timers but you could make one check every X periodic seconds and condition while unit is not in battle, have it check the units position and if its not the same as last position the trigger was ran... etc...
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Create Unit
Order (Last Created Unit) to (Ability Command)...
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Okay this is most likely because some reason events ( I believe ) will not re-fetch a units position and use its static initial position.
This is my suggestion and I believe this will work, to activate random encounters or when battle is over have another trigger, ' Start Trigger ( Random Encouter ) ' to restart the trigger as there's no event.
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Something like this would almost work
However it is an event and I don't believe events re-fetch the units position so you may have to make it a variable and have that variable fetched on so conditions...
I hate timers but you could make one check every X periodic seconds and condition while unit is not in battle, have it check the units position and if its not the same as last position the trigger was ran... etc...
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I don't believe there will easily be a way to make a map literally bigger except for illusions.
I think your best option is to make all the units smaller, speed smaller, range smaller, and zoom camera...
I assume shifting from one map to another works online properly unlike Starcraft 1.
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I assume it is okay to not use ' Real Life Time ' however make it follow a faster time period long as it reflects a real clock...