I found out that be setting filter, it destroys structures... but it also destroys minerals. Which would be fine if I could put them back =D
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Required: Structure, with at most Any Amount) and do (Actions)
I think it has to do with the filter... By default, everything is set to "allowed" ... but that doesnt' allow the destruction of everything using this method.
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Required: Worker, with at most Any Amount) and do (Actions)
Actions
Unit - Kill (Picked unit)
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Required: Worker, with at most Any Amount) and do (Actions)
Actions
Unit - Kill (Picked unit)
Now I just need to know how to kill bases / buildings. =\
In my custom map, the player's base and units can be teleported around (kinda).
When the match starts, I do the following:
Melee - Create (Race of player (Triggering player)) melee starting units for player 1 at selectedStartPosition
Melee - Set melee starting resources for all players
I need a way to undo these two commands, so that I can invoke them again, without worry of having two bases at the same start location.
Ideas?
Is there a way to kill off everything?
I've seen that before in custom... where all your stuff explodes.
00:00:00.00 Trigger Error in 'gt_MeleeInitialization_Func': Trying to access an element past the end of an array.
00:00:00.00 Running gt_MeleeInitialization_Func (Event: Map Initialization)
So... I'm not sure what is going on here:
I have an array of size 12. and I assign values at indexes 0-11 (I also tried 1-12, in case Galaxy is 1-indexed)... but I get this error regardless.
Well, the race is currently up to the player (from the create menu screen). But, I would like them to be able to choose where they start. Do you know how I would do that?
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They do not apply to the custom map I'm making =D
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@DerNalia: Go
So... this is how I ended up doing it. I wish there was a more condense way... =(
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@Chiquihuite: Go
So... this is how I ended up doing it. I wish there was a more condense way... =(
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@DerNalia: Go
I found out that be setting filter, it destroys structures... but it also destroys minerals. Which would be fine if I could put them back =D
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Required: Structure, with at most Any Amount) and do (Actions)
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@s3rius: Go
I think it has to do with the filter... By default, everything is set to "allowed" ... but that doesnt' allow the destruction of everything using this method.
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@Chiquihuite: Go
how? (yeah, it needs to happen during game)
I'm already killing all units on a map
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I need to move a players base around, and Step 1 is destroying the initial base. How do I do that?
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@DerNalia: Go
I found out how to kill units:
Now I just need to know how to kill bases / buildings. =\
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In my custom map, the player's base and units can be teleported around (kinda).
When the match starts, I do the following:
I need a way to undo these two commands, so that I can invoke them again, without worry of having two bases at the same start location.
Ideas?
Is there a way to kill off everything?
I've seen that before in custom... where all your stuff explodes.
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@maverck: Go
you were right.
My problem is I"m trying to store DialogItems as the index of an array:
Guess I'll have to make the array really big
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@grenegg: Go
Aye, thanks for that lil bit of info.
Unfortunately, Galaxy Editor gives me no idea where / what is causing this error. Is there someway to turn on like... Super Debug God mode?
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00:00:00.00 Trigger Error in 'gt_MeleeInitialization_Func': Trying to access an element past the end of an array. 00:00:00.00 Running gt_MeleeInitialization_Func (Event: Map Initialization)
So... I'm not sure what is going on here: I have an array of size 12. and I assign values at indexes 0-11 (I also tried 1-12, in case Galaxy is 1-indexed)... but I get this error regardless.
Here is the only code in MeleeInitialization
gv_startPositions is a point array of size 12
Do I need to init the array somehow?
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@Blixster: Go
Thank you, kind sir. You have pointed me to where I need to be!
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@Blixster: Go
how do I link the [Position]?
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@Exaken: Go
Well, the race is currently up to the player (from the create menu screen). But, I would like them to be able to choose where they start. Do you know how I would do that?