Will try it out, thanks. Players 1-4 are allies and they are supposed to protect a certain unit so making it untargetable will prevent teamkilling. Player 5 is a hero that i supposed to singlehandedly kill that unit.
My dependencies are in the following order: Void (Mod), Void (Campaign), Void Story (Campaign)
I want to make all the standard multiplayer units be the same as in melee games, so for example Barracks should only be able to train marines marauders reapers and ghosts, Tech Labs should be able to research stuff, Nexus should be able to produce Mothership Core, and so on (there are a lot of differences between these standard units with melee and campaign dependencies).
I've tried messing around with the dependencies, removing Void Story, shifting Void (Mod) to the bottom, adding Void (Multi Mod) to the bottom and so on, but I am still unable to achieve my desired result.
Does anyone know how to make it such that standard multiplayer units are the same like in melee games even with campaign dependency? Thanks!
Use text tags, save the text tags into a variable and create a trigger such that when the unit dies you remove the text tag. If you need more elaboration feel free to ask.
Don't use a trigger to create marines for the AI. Instead, manually place marines around your bunkers. The AI will automatically send those marines into the bunkers and rebuild them if they're lost. I'm assuming you're talking about the campaign AI. The melee AI will just attack with them.
That's an option, but the problem is that near the bunkers there aren't just marines, there are other stuff such as marauders as well, and i only want the AI to load the marines into the bunker. If there was a pure trigger solution it would be fantastic.
I use triggers to create 4 marines in each bunker in the map. I also set the bunkers such that the AI will always rebuild them (bullies). It works fine but the problem is that whenever a bunker is rebuilt, the AI won't build marines to fill it up. How do i fix this?
The problem is that I can't use that score value, because all commands for that player is using the Issue Order command so it wont work. I have to manually calculate the APM. Does anyone know how to find the "current" APM?
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@FunkyUserName: Go
Will try it out, thanks. Players 1-4 are allies and they are supposed to protect a certain unit so making it untargetable will prevent teamkilling. Player 5 is a hero that i supposed to singlehandedly kill that unit.
@EDHRIANO: Go
I think data might be the best way to go, thanks for help anyway
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Hi all,
My dependencies are in the following order: Void (Mod), Void (Campaign), Void Story (Campaign)
I want to make all the standard multiplayer units be the same as in melee games, so for example Barracks should only be able to train marines marauders reapers and ghosts, Tech Labs should be able to research stuff, Nexus should be able to produce Mothership Core, and so on (there are a lot of differences between these standard units with melee and campaign dependencies).
I've tried messing around with the dependencies, removing Void Story, shifting Void (Mod) to the bottom, adding Void (Multi Mod) to the bottom and so on, but I am still unable to achieve my desired result.
Does anyone know how to make it such that standard multiplayer units are the same like in melee games even with campaign dependency? Thanks!
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Or maybe is there a way to make a unit type untargetable by allies in the data editor ?
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@FunkyUserName: Go
Hmm that's a good idea actually. But how do you hide a unit from a player?
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@ZenonMalinowski: Go
Any other "more elegant" solution? Like maybe is there some behaviour in the data editor that allows me to do this?
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I want to make a unit untargetable for players 1-4, but targetable for player 5. Preferably only with triggers. Is this possible?
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bump
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@wakamajo: Go
"Modify Player Property" action allows you to do that
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Is there any way using pure triggers (without modifying terrain and data) to achieve this?
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@BozoOvermind: Go
Use text tags, save the text tags into a variable and create a trigger such that when the unit dies you remove the text tag. If you need more elaboration feel free to ask.
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That's an option, but the problem is that near the bunkers there aren't just marines, there are other stuff such as marauders as well, and i only want the AI to load the marines into the bunker. If there was a pure trigger solution it would be fantastic.
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I use triggers to create 4 marines in each bunker in the map. I also set the bunkers such that the AI will always rebuild them (bullies). It works fine but the problem is that whenever a bunker is rebuilt, the AI won't build marines to fill it up. How do i fix this?
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Hi, how do I get the total number of units in ALL slots of the training queue for a specified unit?
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does anyone know?
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@TyaArcade: Go
The problem is that I can't use that score value, because all commands for that player is using the Issue Order command so it wont work. I have to manually calculate the APM. Does anyone know how to find the "current" APM?