Give the leech effect to the ghost's weapon and as long as no other unit has the ghost's weapon, no triggers are needed. With that said, you Could do t with triggers
how are the upgrades applied? looked at the tutorial (didn't download) and saw some pics but they didn't really tell me too much.
if they are applied via trigger, add modify integer action, if they are applied like an upgrade structure, u can use unit uses ability. where do you decide what each upgrade does?
I just thought of something, if you're making it apply a actual upgrade upgrade (like Zergling speed upgrade): have some dummy units in like a corner of the map, then have the upgrade change their max hp. then you can have event: (unit) life == (x)
.....just have the base ability when It is first learned be '1' then '0' indicates not having an ability, and 2+ will represent upgrades.
the condition for having an ability learned can be if: (variable X) > (0)
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change foot print is for buildings I believe. increase the "inner radius" in the movement tab for units.
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perhapse you could do: duplicate the MULE 's gather and change the mineral only to geyser only (or gold mine only)
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did you exclude flying?
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EVENT:
ACTIONS:
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unfortunately, I don't have access to the editor to check right now, but possible events are:\
that action exists, I know that
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make the req., make the count == 1,2,3
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whats the problem?
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Give the leech effect to the ghost's weapon and as long as no other unit has the ghost's weapon, no triggers are needed. With that said, you Could do t with triggers
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how are the upgrades applied? looked at the tutorial (didn't download) and saw some pics but they didn't really tell me too much.
if they are applied via trigger, add modify integer action, if they are applied like an upgrade structure, u can use unit uses ability. where do you decide what each upgrade does?
I just thought of something, if you're making it apply a actual upgrade upgrade (like Zergling speed upgrade): have some dummy units in like a corner of the map, then have the upgrade change their max hp. then you can have event: (unit) life == (x)
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you cant create a new trigger with event player uses upgrade
if your using a dialog box, you can have it like
or using a unit,
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.....just have the base ability when It is first learned be '1' then '0' indicates not having an ability, and 2+ will represent upgrades. the condition for having an ability learned can be if: (variable X) > (0)
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have a deferent variable for every learnable skill, then you can check if they have skill X be on lvl 1, 2, 3 for example a 3-level skill:
then have condions check what level it it
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yes there is its under unit manipulates inventory, like exaken said
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now im not too familiar with carry items, but I would try a trigger like this if you can (I never tried, nor do I know if these actions exist)
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@ funkyusername
I think he wants a photon cannon to attack enemy units he doesn't have vision of