Health is hunger, Energy/Mana is sleep, but I need warmth.
Does anyone know a way I can create some kind of value in the data editor attached to a unit?
I could easily do this with triggers but I think it would look a lot nicer seeing warmth in the bottom unit info bar rather than putting it all the way at the top in a leaderboard.
as far as i know I have a 2x2 inventory and everything that accepts items of all classes. Ive tried different actors i have no idea what to do in this mess of a data editor.
christ... there was like 7 different filters for this one unit that excluded hidden units, the weapon, auto attack ability and the unit itself.
why couldent blizzard just make this damn unit auto attack hidden units like the first game...
Burrowed units in my vs micro strategy are too overpowered and broken until i get these damn spidermines to attack them. so far spidermine come out of the ground which means they detect them however they never run up and kill them.
As I stated earlier and Cinicraft repeated, did you try changing those filters on the WEAPON of the Spider Mine in addition to the burrow/unburrow abilities?
Im pretty sure i did if your talking about the Weapon - Target Filters.
What about just turning off the visible requirement in the weapon - Vulture - Spider mines. It should be able to target cloak units, without having to see them
I feel like im doing something slightly wrong but I switched the Weapon - Target Filters under the weapons data and switch around buried and hidden with required and allowed but it seems to have no effect. Ive tested this in many different combinations.
So i have a quick question... and i hope to god im wrong about this but are we not allowed to make a map based off a movie, show etc? for instance would a Dragonball Z map be considered illegal?
Go to Unit Tab in the Data Editor. Find Spider mine. Find the Behavior + Field. Add Detector(#). The # represents the range it can detect.
Now it'll see cloaked/burrowed units.
the one problem with that behavior is that it makes the spider mine a detector. I need it so that a spidermine can automatically target cloaked or burrowed units. its kind of confusing to explain but in lamens terms i need it to be Starcraft 1 style where spider mines didnt reveal hidden enemys to your units, but they could automatically target them and kill them.
I don't know why but whatever i try whether i make a kill counter from scratch or use the integrated "Score: Enemy Units Killed" int, i run into the same bug: the first unit you kill will not get stored. i have no idea why.
I would REALLY appreciate a stable "Number of enemy units player 1 killed" trigger that would be a very basic kill counter.
because ive made many different ones and it will always have problems with "suicide units" and for some very weird reason the very first kill would not work and get stored in the "kills" int.
does anyone have a link to a tutorial or could screenshot me their "Number of enemy units player 1 killed" trigger?
Variable - Modify Kills player (Player: (Owner of (Killing unit)) ): + 1
can you explain to me how to write that trigger exactly? because I cant find find a way to put that (Player: (Owner of (Killing unit)) ) into the action
EDIT: it would actually be better if someone gave me their method of storing a kill into a variable.
this is what im using to store the amount of kills a player has:
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Killing unit)) == 1
Actions
Variable - Modify Kills player 1: + 1
however it isnt working properly, ill have my unit kill a test group of exactly 10 units but sometimes if they all die too fast than my kills variable will only get around 8 kills instead of 10. anyone have a better working kill counter variable method?
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I'm remaking Ice Troll Tribes for Starcraft II.
Health is hunger, Energy/Mana is sleep, but I need warmth.
Does anyone know a way I can create some kind of value in the data editor attached to a unit?
I could easily do this with triggers but I think it would look a lot nicer seeing warmth in the bottom unit info bar rather than putting it all the way at the top in a leaderboard.
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Any ideas on what could be the problem?
as far as i know I have a 2x2 inventory and everything that accepts items of all classes. Ive tried different actors i have no idea what to do in this mess of a data editor.
THE ITEM IN THE SCREEN SHOT IS THE GATEWAY
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lol wait what? you found that in the starcraft 2 data files?? that's hilarious!
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@GeEom: Go sry, cant understand google translate very well.
but if your asking about killing a specific unit you use
EVENT
-unit dies
CONDITION
-triggering unit = whatever unit you want
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christ... there was like 7 different filters for this one unit that excluded hidden units, the weapon, auto attack ability and the unit itself.
why couldent blizzard just make this damn unit auto attack hidden units like the first game...
Burrowed units in my vs micro strategy are too overpowered and broken until i get these damn spidermines to attack them. so far spidermine come out of the ground which means they detect them however they never run up and kill them.
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Im pretty sure i did if your talking about the Weapon - Target Filters.
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I feel like im doing something slightly wrong but I switched the Weapon - Target Filters under the weapons data and switch around buried and hidden with required and allowed but it seems to have no effect. Ive tested this in many different combinations.
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@SouLCarveRR: Go
I'm not entirely sure about this but don't validators have anything to do with this?
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So i have a quick question... and i hope to god im wrong about this but are we not allowed to make a map based off a movie, show etc? for instance would a Dragonball Z map be considered illegal?
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@Xackery: Go
the one problem with that behavior is that it makes the spider mine a detector. I need it so that a spidermine can automatically target cloaked or burrowed units. its kind of confusing to explain but in lamens terms i need it to be Starcraft 1 style where spider mines didnt reveal hidden enemys to your units, but they could automatically target them and kill them.
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awww man... what is the deal here?
this is what im using
Variable - Set Kills player 1 = (Player 1 Enemy Units Killed score)
however not only does this int store enemy units killed but it stores ANY units killed so i can kill my own units to up my score.
so im pretty much better off just writing my own kill counter script from scratch.
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I don't know why but whatever i try whether i make a kill counter from scratch or use the integrated "Score: Enemy Units Killed" int, i run into the same bug: the first unit you kill will not get stored. i have no idea why.
does anyone else have this problem?
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I would REALLY appreciate a stable "Number of enemy units player 1 killed" trigger that would be a very basic kill counter.
because ive made many different ones and it will always have problems with "suicide units" and for some very weird reason the very first kill would not work and get stored in the "kills" int.
does anyone have a link to a tutorial or could screenshot me their "Number of enemy units player 1 killed" trigger?
thanks
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@Molsterr: Go
can you explain to me how to write that trigger exactly? because I cant find find a way to put that (Player: (Owner of (Killing unit)) ) into the action
EDIT: it would actually be better if someone gave me their method of storing a kill into a variable.
0
this is what im using to store the amount of kills a player has:
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Killing unit)) == 1
Actions
Variable - Modify Kills player 1: + 1
however it isnt working properly, ill have my unit kill a test group of exactly 10 units but sometimes if they all die too fast than my kills variable will only get around 8 kills instead of 10. anyone have a better working kill counter variable method?