But, when dialog(a) is selected, select dummy unit (you could name this nuclear missile, and use a nuke portrait), then tell the unit to... trying to think what it would be..
Maybe issue an order with no point? That might bring up a selection circle for a dummy ability.
Surely theres a way to make it happen through triggers.
Another possibly you could use is generating an actor wherever a player clicks.
The point defense range highlight gives a nice range marker that is easy to change combine that with a "Target" floating text, and you have the basis of target selection without even using dummy abilities or units.
Unfortunately, the image won't load, but you could use dialogs to accomplish the ui side, as for targeting the abilities.... maybe a dummy unit casts it for you or something... that was the wc3 way anyway
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I went ahead and made a test map with two examples, one for the super weapon feature, and one for the unit limit feature that you have been wanting.
I can add the power feature as well if that is still something you are trying to figure out.
Cheers!
Usage
Caveats:
Edit: Updated map, dummy target selection unit was colliding with units on the map.
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The problem with using inventories is that there is no way to keep one constantly open... or at least that is my understanding.
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I've been looking for a good uvw unwrap tutorial, but they are hard to find. My maps are always garbage, and I need to know how to make better ones.
Thanks
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Np,
And yes, you should be able to set the trianing limit to 0.
Search "unit limit" or similar in the trigger actions.
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I really don't think you should use inventory items for those super weapons though, a good dialog would suffice.
And thanks for fixing the image, generals is awesome
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I don't have the editor open atm..
But, when dialog(a) is selected, select dummy unit (you could name this nuclear missile, and use a nuke portrait), then tell the unit to... trying to think what it would be..
Maybe issue an order with no point? That might bring up a selection circle for a dummy ability.
Surely theres a way to make it happen through triggers.
Another possibly you could use is generating an actor wherever a player clicks.
The point defense range highlight gives a nice range marker that is easy to change combine that with a "Target" floating text, and you have the basis of target selection without even using dummy abilities or units.
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They disabled supply in order to not interfere with the power system.
Most of the cnc mods had no unit limit, and were susceptible to lag.
I think red alert is like 2000/players or something.
It would be easy to count all the units you own and disable production until some units have died.
Probably also possible to just make it a tech "requirement" that won't remove the units from a purchase panel, just disable them temporarily.
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Unfortunately, the image won't load, but you could use dialogs to accomplish the ui side, as for targeting the abilities.... maybe a dummy unit casts it for you or something... that was the wc3 way anyway
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So.. I guess a better question is how do I implement a spectator? That's really all I need
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The way it used to be done in warcraft 3 was making power plants provide supply, and buildings require supply.
There's other options such as putting it in a dialog or repurposing vespane or something, but supply is the easiest.
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I'm used to the slot system in warcraft 3, where slots are fixed.
Apparently, whoever joins the game in sc2 first is player one, regardless of what team they are on or what slot they occupy?
I'm sure I'm just missing something in the game variants?
Thanks
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So... I want to lock players so that players 1-8 are on the first team, but player 9 is on the second team.
No matter what I do I am always player one regardless of what team I am on?
This game variants system is all new to me.
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I don't see anything in variants.
I tried changing the Team %teamnumber% value by adding [P9 is Observer], but it didn't show up in the lobby.
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Lol
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Is there a way to change the name of the teams in the lobby from "Team 1" and "Team 2"?