I am completely stumped here... all of my move triggers just aren't working
I'm making a 10 way cannon defense, and I can't for the life of me find a trigger that works for this. I have tried tons of triggers to do this like these ones, but none of them even make the units move
Unit - Any Unit Enters Bot Right
Unit - Order all units in (Any units in Bot Right owned by player 7 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) to ( Move targeting (Center of Bottom Left)) (Replace Existing Orders)
then also, even though it would move the wrong units, it does not move any units at all. help?
Unit - Any Unit Enters Bot Right
Unit - Order all units in (Units in (Last created units) within (Playable map area), with at most Any Amount) to ( Move targeting (Center of Bottom Left)) (Replace Existing Orders)
but when i do map testing, the teams don't work. any help? Also how do I give all players complete map vision at all times?
A = 0 <Integer>
Team = (Empty player group) <Player Group>
General - For each integer A from 1 to 6 with increment 1, do (Actions)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player A) == Playing
Then
Player Group - Add player A to Team
Else
Player - Make all players in Team treat each other as Ally With Shared Vision
I'm playing around with a marine d right now, and I want to have each player to start with a builder who can make marines and buildings. I've got that done, but is there a way for me to make it so that the units only spawn if they are playing?
Anyways, I have the unit placed in each starting position. How would I make it only appear if they are present? would i need to have the units spawned through a trigger instead of being placed by default?
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wow thank you SO much lol
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I am completely stumped here... all of my move triggers just aren't working
I'm making a 10 way cannon defense, and I can't for the life of me find a trigger that works for this. I have tried tons of triggers to do this like these ones, but none of them even make the units move
Unit - Any Unit Enters Bot Right
Unit - Order all units in (Any units in Bot Right owned by player 7 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) to ( Move targeting (Center of Bottom Left)) (Replace Existing Orders)
then also, even though it would move the wrong units, it does not move any units at all. help?
Unit - Any Unit Enters Bot Right
Unit - Order all units in (Units in (Last created units) within (Playable map area), with at most Any Amount) to ( Move targeting (Center of Bottom Left)) (Replace Existing Orders)
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Well the fog is gone now, but the teams still don't work... any help? =/
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also how would i make them only show up if they're active? sorry if this is answered but that code thing you posted was a little confusing
EDIT: nevermind i'm just dumb, i got it
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Thanks a ton, ill try that now
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My trigger looks like this (taken from http://forums.sc2mapster.com/development/tutorials/1448-trigger-team-force-building-in-galaxy-editor/)
but when i do map testing, the teams don't work. any help? Also how do I give all players complete map vision at all times?
A = 0 <Integer> Team = (Empty player group) <Player Group> General - For each integer A from 1 to 6 with increment 1, do (Actions) General - If (Conditions) then do (Actions) else do (Actions) If (Status of player A) == Playing Then Player Group - Add player A to Team Else Player - Make all players in Team treat each other as Ally With Shared Vision
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How would I go about making a live system as in a TD? i'm making a marine d 10-way and this is the main thing im working on
also why trigger would i use to have units spawned move to the end?
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@Ultris: Go
alright thanks =)
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Alright thanks a bunch but... where would that create them at? is it at a region/point?
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I'm playing around with a marine d right now, and I want to have each player to start with a builder who can make marines and buildings. I've got that done, but is there a way for me to make it so that the units only spawn if they are playing?
Anyways, I have the unit placed in each starting position. How would I make it only appear if they are present? would i need to have the units spawned through a trigger instead of being placed by default?