As i understand, there is no way to match player id in lobby with game player id's? I mean that players in lobby slot 1 must have player id 1 in game. This is important, because map is almost ready and there is units, buildings and triggers related to player ids are written:(
My map has 2 teams with 3 players in each
How can I bind color to slot? For example first slot always has red color, second - yellow etc..
I spend a lot of time, but cant figure out how to do this:)
When i change team, my color not changing, even if it blocked:(
I need to change mover once, before game starts. I just dont want to spend some hours to convert all units manually:) Maybe there is a way to batch convert data where condition is CUnit_Mover = Fly?
About pathing - I solved this problem, but air pathing blockers (doodads) didn't help cause unit cant find right path
Set the Mover type of the unit to Ground, and it should take ground pathing. Remove Collision flags with ground to ignore collision. This should get you what you need.
My map suggests that the action takes place in a cave so I don't want change properties for every flying unit manually, Its not right way i feel:)
Can I make something like universal script that automatically will convert all fly units to ground?
while(Unit_type_array) {if (CUnit_mover=Fly) CUnit_mover=Ground} ??
2. Unit still have vision of flying unit, I want to make it like ground, they dont need to see over cliffs, this is a cave:)
3. (not so important) can I make flying units still to fly over buildings? (after changing mover they cant)
4. (not so important) when moving on winding way, flying unit look towards destination point, not actually towards their move
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Hello! What is a best way to increase and decrease armor and weapon bonus of all player's (players') units (zerg or terran) by trigger?
Trigger will switch between 3 types of bonus: 2-2, 1-1, 0-0
Is it possible to use existing terran and zerg upgrades?
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@Coden55: Go
As i understand, there is no way to match player id in lobby with game player id's? I mean that players in lobby slot 1 must have player id 1 in game. This is important, because map is almost ready and there is units, buildings and triggers related to player ids are written:(
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i found what i need using search:) plz delete this thread
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My map has 2 teams with 3 players in each How can I bind color to slot? For example first slot always has red color, second - yellow etc.. I spend a lot of time, but cant figure out how to do this:) When i change team, my color not changing, even if it blocked:(
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@Kueken531: Go may be it possible by editing script?
It looks:
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How to link Local Trigger Var to Global Var?
Example: I create Global Var "T1Timer=0"
I want to make Trigger with Local Var "Timer" that have value of var "T1Timer"
So when I change Local Var "Timer" in trigger, Global Var "T1Timer" changed too
Help plz:)
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@Ahli634: Go
I need to change mover once, before game starts. I just dont want to spend some hours to convert all units manually:) Maybe there is a way to batch convert data where condition is CUnit_Mover = Fly?
About pathing - I solved this problem, but air pathing blockers (doodads) didn't help cause unit cant find right path
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Thanks for the answers! numbers 2,3,4 are solved.
But about number 1:
I need for each unit type that has "CUnit_Mover = Fly" do next operations:
CUnit_Mover change to Ground
CUnit_Collide add flag e_unitCollideLand16
CUnit_VisionHeight change to 0
Have you any suggestions to do this?
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Hello everybody, I am new to editor and this is my first thread:) First of all I want you excuse me for my english:)
My question based on this thread: http://www.sc2mapster.com/forums/development/data/36698-solved-how-to-make-air-units-choose-ground-pathing/
But I have several additional question related:
1.
My map suggests that the action takes place in a cave so I don't want change properties for every flying unit manually, Its not right way i feel:) Can I make something like universal script that automatically will convert all fly units to ground? while(Unit_type_array) {if (CUnit_mover=Fly) CUnit_mover=Ground} ??
2. Unit still have vision of flying unit, I want to make it like ground, they dont need to see over cliffs, this is a cave:)
3. (not so important) can I make flying units still to fly over buildings? (after changing mover they cant)
4. (not so important) when moving on winding way, flying unit look towards destination point, not actually towards their move
I will be glad of any help:)