the settings are on the ability drone -> morph unit
setting flags:
- worker maintained: uncheck that if you want the construction to go on without the worker, like for probes
- worker kill on complete: uncheck that if you dont wont the drone to be consumed, like for probes
maybe ppl got tired of dealing with blizzards bullshit, it is basically impossible right now to get a map played because the search function on b.net doesnt work
im currently making a micro wars map, its almost done, i will release it shortly
after every round all the leftover units for both players are removed, however, this doesnt really work every single time right now
most of the time it works fine, but in some levels a single probe or some buildings will be left over
the trigger im using to remove units right now is:
while
conditions: all units in (entire map) owned by (player 1) ... are dead != true
actions: remove (unit 1 from (any units in (entire map) owned by player 1 ...)) from the game
how can this work almost every time, but not every time?
and isnt there a better way to remove all units for a player?
also, when i create an assimilator/refinery for a player, and remove it, the gas geysir is still there - you can only see it on the minimap, but the game will not create another extractor in the same place
how can this editor be so shitty? every time i make something i find new reasons to hate blizzard :(
the missile work like normal missiles - they create their explosion/damage effect on impact, so nothing is fancy there or tied to any behaviour or anything
the only thing thats not like with normal sc2 missiles is that before they launch a persistent effect picks a random offset as target point in order to make them randomly miss their target. but the flight path and everything is still normal after the caster unit died, so i dont think that has anything to do with it
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the settings are on the ability drone -> morph unit
setting flags:
- worker maintained: uncheck that if you want the construction to go on without the worker, like for probes - worker kill on complete: uncheck that if you dont wont the drone to be consumed, like for probes
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by default i can only position my buildings at coordinates rounded up or down to .5, eg X = 60.5, Y = 50.5
does anyone know how i could change this so that i can place a building freely at the exact location i want to without this "invisible grid"?
any help is as always appreciated :)
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@Tinnenmannetje: Go
any update on the tutorial on how to make those borders?
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@Redfox777: Go
maybe ppl got tired of dealing with blizzards bullshit, it is basically impossible right now to get a map played because the search function on b.net doesnt work
extremely frustrating
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i picked zerged. conveys the feeling of being overrun by zerg really well
although the original BW intro was awesome in that regard, always gave me goosebumps. someone shoulda re-created it :o
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wow fuck that shit how can triggers stop working
i mean the text regionalization is bad enough but what breaks triggers :(
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doh, thats harder than i hoped :(
how did you make the lines at the borders between the sectors? is that a doodad?
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wow that map looks really really sweet, best contest submission that ive seen so far
what makes me a little bit envious is that this looks way better than my Z - mod, which is also kinda zone control :o
could you tell me
- how did you make the borders of the sectors
- how did you make the sectors switch color - i guess its lightning? does this automatically also affect minimap?
thanks :)
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it is a stupid bug, but saving under different filenames provides an easy workaround...
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game got released late july, wtf are you talking about :o
i just used it on my map, it even backs up your map so it cant rly mess up anything
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hi
im currently making a micro wars map, its almost done, i will release it shortly
after every round all the leftover units for both players are removed, however, this doesnt really work every single time right now
most of the time it works fine, but in some levels a single probe or some buildings will be left over
the trigger im using to remove units right now is:
while conditions: all units in (entire map) owned by (player 1) ... are dead != true actions: remove (unit 1 from (any units in (entire map) owned by player 1 ...)) from the game
how can this work almost every time, but not every time? and isnt there a better way to remove all units for a player?
also, when i create an assimilator/refinery for a player, and remove it, the gas geysir is still there - you can only see it on the minimap, but the game will not create another extractor in the same place
how can this editor be so shitty? every time i make something i find new reasons to hate blizzard :(
anyways, any help would be appreciated
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thanks for the input, just a quick question: how do i set up the condition to check if the unit is currently selected?
edit: nevermind, found it. check if unit is in unit group - selected units
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via triggers. you can find the actions to modify the F12 help panel under "UI"
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bump :o
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the missile work like normal missiles - they create their explosion/damage effect on impact, so nothing is fancy there or tied to any behaviour or anything
the only thing thats not like with normal sc2 missiles is that before they launch a persistent effect picks a random offset as target point in order to make them randomly miss their target. but the flight path and everything is still normal after the caster unit died, so i dont think that has anything to do with it