There might be something like "ability effect target" which would refer to the unit clicked on. You would use "owner of unit" to get the player. Then you could probably use a player group to see if the owner of the unit is in the, allies of player (triggering player), player group.
Maybe stacking behaviors over time? They could be given a death effect. You'd need to test to see if it works... and I imagine it could potentially be a laggy solution...
You could potentially do something with like 5 behaviors and five damage effects (100, 200, 300, etc), one for each behavior. When a behavior expires, it gives the bomb the new behavior, with the increased damage.
I don't think armor is made to be percentage based. Behaviors can be percentage based though. Their damage response can reduce damage received by a fractional amount.
You can use "Unit Property" to get the energy a unit has. You can use "Modify Player Property" to adjust a players money. Change it from "set to" to "add". You can use "arithmetic" in the value area to do whatever math you want to.
for the data editor you'll want to look into persistent effects. You can specify an initial effect, a periodic effect, and end effect. You can say how long the periods are and how many. So you could apply your damage effect three times under the persistent effect.
1. Have the wrecked bunker be created as a new unit when the regular bunker dies. Or,
2. Have the regular bunker never actually die, and instead morph into the wrecked bunker when it reaches 0 hp.
Option 1 sounds easier in my mind. It could be achieved with either a data or trigger solution. For data you could use a behavior with a death effect that creates the new unit. For triggers you'd use a unit death event, check the unit type in a condition, then use a create unit action.
Not sure if what you're experiencing is because of game time. Normal Time = real time. Most people play at faster, which is the fastest game speed. There is slower, slow, normal, fast, faster.
Or maybe it's something to do with the shortest time being 1\16 = .0625 seconds.
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I think most maps that hide that information use a custom user interface. I haven't worked too much with those, but here's a link to a tutorial: https://docs.google.com/document/d/1aTq9Q_DggMywVgE6pbOx-9av5lm2K9ZjAUd-vD07DFc/edit
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There might be something like "ability effect target" which would refer to the unit clicked on. You would use "owner of unit" to get the player. Then you could probably use a player group to see if the owner of the unit is in the, allies of player (triggering player), player group.
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Maybe stacking behaviors over time? They could be given a death effect. You'd need to test to see if it works... and I imagine it could potentially be a laggy solution...
You could potentially do something with like 5 behaviors and five damage effects (100, 200, 300, etc), one for each behavior. When a behavior expires, it gives the bomb the new behavior, with the increased damage.
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I think it's linked to the curse website. Have you tried changing it there?
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What kind of map are you making, and what do you want to change about the AI? (intelligence, wave size, etc)
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I don't think armor is made to be percentage based. Behaviors can be percentage based though. Their damage response can reduce damage received by a fractional amount.
1.87763787534541
You can use "Unit Property" to get the energy a unit has. You can use "Modify Player Property" to adjust a players money. Change it from "set to" to "add". You can use "arithmetic" in the value area to do whatever math you want to.
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Maybe you could just lock the players race in the lobby using map variants.
0.957991308546596
for the data editor you'll want to look into persistent effects. You can specify an initial effect, a periodic effect, and end effect. You can say how long the periods are and how many. So you could apply your damage effect three times under the persistent effect.
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Check what's in your File>Dependencies.
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https://www.sc2mapster.com/forums/resources/tutorials/179388-ai-module-attack-waves
Towards the end of the video it talks about bullies.
0.95859717486605
For triggers, under flags, it'll say no options. Click on no options, and check the box that says Ignore Placement.
For Data, on the creation effect there are "creation options". I forget which one it is exactly. Probably placement, or ignore blockers.
1.87795370992127
I'd either:
1. Have the wrecked bunker be created as a new unit when the regular bunker dies. Or,
2. Have the regular bunker never actually die, and instead morph into the wrecked bunker when it reaches 0 hp.
Option 1 sounds easier in my mind. It could be achieved with either a data or trigger solution. For data you could use a behavior with a death effect that creates the new unit. For triggers you'd use a unit death event, check the unit type in a condition, then use a create unit action.
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Not sure if what you're experiencing is because of game time. Normal Time = real time. Most people play at faster, which is the fastest game speed. There is slower, slow, normal, fast, faster.
Or maybe it's something to do with the shortest time being 1\16 = .0625 seconds.
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Were 2 & 3 duplicated from the same ability?
My guess is the abilities have the same "Ability: Set ID", just like stimpack for marines and marauders/etc.
It could also have something to do with the "cost" links and locations, but I'd try messing with the Set ID first.