No he just got done explaining that and frankly I find it easier to play straight from here as well, especially when you don't even provide a bnet link
Sorry but j don't have the time to play test other people's maps while managing my own. Having a turret change owners based on controlling a region I've found to be quite difficult despite appearing to be very simple. I could in theory design you a trigger system but I'm on my phone and have my own bugs to work on. I can offer tips though: use conditions to check numbers of units each player has in region, don't just have a unit enters region then give him control trigger. So many people do that and it screws up
in triggers, you can reference a unit directly if it is preplaced on the map, just use value when entering the unit field assuming that is what you mean
what you are asking for is actually quite simple, as with most thins in the editor, once you understand how to do it it's easy but understanding it the first time is quite difficult, kinda like a puzzle u first must figure out how to do it then you can remember how it is done. I may be able to supply an example later with an invulnerable hostile turret in melee assets. You can then just copy your terrain onto it.
by importing campaign dependencies, youve opened a can of worms. as far as i know you cannot import select units from the campaign its all or nothing, which means you have to go around manually reverting all the units to their melee versions if you want a melee atmosphere.
honestly i think you should start over and instead of using korhal turret, use melee assets and just use a copy of the missile turret or photon cannon and change the model/ weapon. this way you dont have to reverse all the campaign changes
as for your trigger, ensure that no neutral units are in that region or enter that region.
well i dont know what exactly is possible using the editor but i planned on using the info i got to try to make an AI for one of my hero units in a hero survival game. id like to see things like knowing when to run away, kite back, picking best snipe targets, knowing when to use a stimpack-like ability, when to enter/leave cloak, and energy management. im not sure how much is possible so i will take what i can get lol
also things like know to wait back and Regen when on low hp/energy. perhaps even get more careful when on low hp
no, the order would be in the same trigger that creates the unit so you would reference the unit with last created unit.
i misstyped, i didnt mean to write event create zergling, i meant for that to be an action previous to the order
but that said, i still dont see how unit becomes idle would be used here unless you are using it in conjunction with a unit group, but if that was the case, you could just do what you did in your above response.
@op
if you will need to reference the moving units later in another trigger via the group then universal's way is probably better, but if not mine is faster and is contained in a single trigger
you are assuming that he is using any unit enters map, i was assuming he was using triggers to create unit
event: create zergling at point a
action:
order last created unit to move targeting random point.
repeat forever: wait 5 seconds, order last created unit to move targeting random point.
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use a condition that checks unit type. I believe it is something to the effect of " unit type of unit" then set the type of unit to stukov
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No he just got done explaining that and frankly I find it easier to play straight from here as well, especially when you don't even provide a bnet link
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Sorry but j don't have the time to play test other people's maps while managing my own. Having a turret change owners based on controlling a region I've found to be quite difficult despite appearing to be very simple. I could in theory design you a trigger system but I'm on my phone and have my own bugs to work on. I can offer tips though: use conditions to check numbers of units each player has in region, don't just have a unit enters region then give him control trigger. So many people do that and it screws up
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Pretty sure he meant he wants you to post the map on this forum
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in triggers, you can reference a unit directly if it is preplaced on the map, just use value when entering the unit field assuming that is what you mean
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what you are asking for is actually quite simple, as with most thins in the editor, once you understand how to do it it's easy but understanding it the first time is quite difficult, kinda like a puzzle u first must figure out how to do it then you can remember how it is done. I may be able to supply an example later with an invulnerable hostile turret in melee assets. You can then just copy your terrain onto it.
0
by importing campaign dependencies, youve opened a can of worms. as far as i know you cannot import select units from the campaign its all or nothing, which means you have to go around manually reverting all the units to their melee versions if you want a melee atmosphere.
honestly i think you should start over and instead of using korhal turret, use melee assets and just use a copy of the missile turret or photon cannon and change the model/ weapon. this way you dont have to reverse all the campaign changes
as for your trigger, ensure that no neutral units are in that region or enter that region.
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@MaskedImposter: Go
need that ai micro tutorial first ;)
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Yeah, 9 times out of 10 a simple autocast and some validators will do the trick
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Lol well if he know how to do that, have him make a tutorial XD
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@masked
well i dont know what exactly is possible using the editor but i planned on using the info i got to try to make an AI for one of my hero units in a hero survival game. id like to see things like knowing when to run away, kite back, picking best snipe targets, knowing when to use a stimpack-like ability, when to enter/leave cloak, and energy management. im not sure how much is possible so i will take what i can get lol
also things like know to wait back and Regen when on low hp/energy. perhaps even get more careful when on low hp
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really looking forward to micro tutorial ^_^
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oh nice, i was actually looking into making an AI for my heros in hero survival so this may come in handy
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no, the order would be in the same trigger that creates the unit so you would reference the unit with last created unit.
i misstyped, i didnt mean to write event create zergling, i meant for that to be an action previous to the order
but that said, i still dont see how unit becomes idle would be used here unless you are using it in conjunction with a unit group, but if that was the case, you could just do what you did in your above response.
@op
if you will need to reference the moving units later in another trigger via the group then universal's way is probably better, but if not mine is faster and is contained in a single trigger
0
you are assuming that he is using any unit enters map, i was assuming he was using triggers to create unit
event: create zergling at point a
action:
order last created unit to move targeting random point.
repeat forever: wait 5 seconds, order last created unit to move targeting random point.
its basically the same effect