: Here's a tutorial that explains how to swap resources in data. You should be able to figure out a solution for you with this.
It can also be done in triggers, but I think data would be better. For triggers you'd want to use a "pick each unit in unit group" to pick all the unit type of the structure you want. You probably want to specify that it isn't under construction. Then underneath that loop you'd use "Modify player property".
1. Using triggers to apply it on a per unit basis whenever you want to.
Go to triggers (F6). Use an existing trigger such as Melee Initialization, or create a new trigger. Make sure there's an event such as "Map Initialization", Under actions add "Add Behavior (Player)". Choose the "Colony Infestation" behavior. Note this behavior may only be available if you are using single player dependencies (rather than multiplayer dependencies). Then choose the unit you want to give the behavior to.
2. Add the behavior to a whole unit type in the data module.
Open the data module (F7). Go to units tab. If you don't see it, click the plus and find it under game data. Find a unit type you want to make infested. Go to its behaviors and add colony infestation. Then all those units will have it.
If you're purely wanting the infested look, most terran building actors are set up so that adding the behavior "colony infestation" will make them look infested.
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.
0
Good list here :https://sc2mapster.fandom.com/wiki/Tutorials
Try the "Recommended starting point" under "For Beginners"
0
I never got a reply if it worked in this thread, but hopefully it does xD https://www.sc2mapster.com/forums/general/general-chat/247207-how-do-i-unlock-warcraft-3-formations
1.88933778052263
: Here's a tutorial that explains how to swap resources in data. You should be able to figure out a solution for you with this.
It can also be done in triggers, but I think data would be better. For triggers you'd want to use a "pick each unit in unit group" to pick all the unit type of the structure you want. You probably want to specify that it isn't under construction. Then underneath that loop you'd use "Modify player property".
0
Does it have the melee initialization trigger? I think there's 4 actions in it. Create a brand new melee map, and you should see what they are.
0
Here's two ways you can do it.
1. Using triggers to apply it on a per unit basis whenever you want to.
Go to triggers (F6). Use an existing trigger such as Melee Initialization, or create a new trigger. Make sure there's an event such as "Map Initialization", Under actions add "Add Behavior (Player)". Choose the "Colony Infestation" behavior. Note this behavior may only be available if you are using single player dependencies (rather than multiplayer dependencies). Then choose the unit you want to give the behavior to.
2. Add the behavior to a whole unit type in the data module.
Open the data module (F7). Go to units tab. If you don't see it, click the plus and find it under game data. Find a unit type you want to make infested. Go to its behaviors and add colony infestation. Then all those units will have it.
0
If you're purely wanting the infested look, most terran building actors are set up so that adding the behavior "colony infestation" will make them look infested.
0
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
0
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.
0
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.
0
I think it's linked to the curse website. Have you tried changing it there?
0
What kind of map are you making, and what do you want to change about the AI? (intelligence, wave size, etc)
0
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.
0
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.