1. make a speed buff behavior (long duration)
2. make an apply behavior effect with the speed buff
3. add this effect to the train unit abilities
4. add a trigger which removes the buff when the units get any order (except for the move to rally point order)
yes, i want to unlearn researches/upgrades like blink or stim or ground armor etc.
i can do this with triggers, so maybe i make custom command card abilities just to trigger the events - but that seems pretty not straight forward. but if there really is no way to unlearn...
Is there a way to reset an upgrade with a command card button? for example, i want one button to research stalker-blink and another button to remove blink from stalkers.
I start the AI with "AI Advanced - Initialize the AI for player 4" and "AI Advanced - Start AI for player 4 in Campaign mode with 200 APM". That works. But later I want to stop the AI and i cant find any action doing that...
I dont get it done. I can change the game speed ingame (with + and - or the options menu) as long as i play the map offline. but when i upload it on battle.net the game speed seems to be locked ingame.
i can change the game speed in the lobby, but after the start it is locked. also i execute the "unlock game speed" action in the init - with no effect.
how can i unlock the game speed effectively in bnet?
In my custom map you get minerals and gas by killing units, not by harvesting. But the score screen at the end of the game does not show the gained resources. Is there a way to manipulate the players score?
...it only appears, when the campaign dependencies are added. And when you scale it smaller, the death animation becomes way too small. It is like the death animations were scaled two times. So, when you scale with factor 3, the death is scaled with factor 9 or so.
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ok, solved it myself like that:
1. make a speed buff behavior (long duration) 2. make an apply behavior effect with the speed buff 3. add this effect to the train unit abilities 4. add a trigger which removes the buff when the units get any order (except for the move to rally point order)
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I want units to walk very fast to the rally point after they are created, but after that they should behave like usual. Is this possible, and how?
Thanks for help!
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edit deleted
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@Deantwo: Go
anyway, thank you. the dummy ability thing works (instant effect ability) - but now i have the next problem with button visibility :)
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yes, i want to unlearn researches/upgrades like blink or stim or ground armor etc.
i can do this with triggers, so maybe i make custom command card abilities just to trigger the events - but that seems pretty not straight forward. but if there really is no way to unlearn...
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Is there a way to reset an upgrade with a command card button? for example, i want one button to research stalker-blink and another button to remove blink from stalkers.
thanks for help!
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@TwoDie: Go
Yes very nice, thats it. Thank you!
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I start the AI with "AI Advanced - Initialize the AI for player 4" and "AI Advanced - Start AI for player 4 in Campaign mode with 200 APM". That works. But later I want to stop the AI and i cant find any action doing that...
Thanks for help!
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@Nerfpl: Go
player 2 switches to slow mode too, why not? are you sure, you can't?
thanks for the answer, i love this community here^^
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I dont get it done. I can change the game speed ingame (with + and - or the options menu) as long as i play the map offline. but when i upload it on battle.net the game speed seems to be locked ingame.
i can change the game speed in the lobby, but after the start it is locked. also i execute the "unlock game speed" action in the init - with no effect.
how can i unlock the game speed effectively in bnet?
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Great, that worked! Thanks a lot.
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In my custom map you get minerals and gas by killing units, not by harvesting. But the score screen at the end of the game does not show the gained resources. Is there a way to manipulate the players score?
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@Yaos01: Go
Thats it, thank you very much!
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@dingoo71: Go
...it only appears, when the campaign dependencies are added. And when you scale it smaller, the death animation becomes way too small. It is like the death animations were scaled two times. So, when you scale with factor 3, the death is scaled with factor 9 or so.
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When I scale units up, some death animations become way to big (for example photon cannon). Is this a bug or am I missing something?