Something like what I've attached should work. Since you've done 1v1 maps, I'll assume you know how to get them the right race and stuff (I just gave everyone command centers :P)
You could use 'wait until unit becomes idle' and throw it under a repeat function. Underneath the wait action, you could issue the order again.
Alternatively, you could periodically pick out all idle units for a player, then check if they are zerglings or in your zergling unit group, and reissue the attack order to them.
Heh, that just made me think, since you could just set a neutral to do essentially the same stuff as an ally through triggers... That'd be one way to avoid that "your ally's under attack" in tug of war type maps. In the past I've just edited the data alert stuff.
I like that the video wasn't long and drawn out. It explained what the game was without having to look at 20 minutes or so of gameplay. If you keep the vids at 8 min or less, I'll probably keep watchin em :)
I heard about this method from another forum goer. I didn't realise you could do it without lengthening the death time. It is a pretty cool method, and quite simpler for things like hero revival than doing that behavior stuff.
If you just mean like team color, there's a set unit color action. Anything more advanced than that would probably be done by using the send actor message action. I won't be able to help you much with that one.
Note sure, haven't done that one before. There is an event for player property changes, and you can specify vespene gas. You might even be able to specify the amount of the change in a condition.
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Personally, I prefer using the expression tab instead of a bunch of combine functions. Seems less complicated.
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@Glaurungsc: Go
Here's an example map I made awhile back telling idle computer units to stop being lazy butts. See the 'idle attack group units' trigger.
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Something like what I've attached should work. Since you've done 1v1 maps, I'll assume you know how to get them the right race and stuff (I just gave everyone command centers :P)
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You could use 'wait until unit becomes idle' and throw it under a repeat function. Underneath the wait action, you could issue the order again.
Alternatively, you could periodically pick out all idle units for a player, then check if they are zerglings or in your zergling unit group, and reissue the attack order to them.
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@DudkiSC2: Go
Heh, that just made me think, since you could just set a neutral to do essentially the same stuff as an ally through triggers... That'd be one way to avoid that "your ally's under attack" in tug of war type maps. In the past I've just edited the data alert stuff.
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I like that the video wasn't long and drawn out. It explained what the game was without having to look at 20 minutes or so of gameplay. If you keep the vids at 8 min or less, I'll probably keep watchin em :)
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Instead of that if then statement, I'd use 'wait until triggering unit is idle'.
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How about instead of removing the unit, you hide it.
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There's several different parts of the UI that you can choose to show/hide using 'show/hide UI frame'. My guess is its the leader panel UI frame.
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http://us.battle.net/sc2/en/forum/topic/11765436463
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I heard about this method from another forum goer. I didn't realise you could do it without lengthening the death time. It is a pretty cool method, and quite simpler for things like hero revival than doing that behavior stuff.
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Have you tried messing with:
Set height for Timer window
Set Gap Width for timer window
Set style for timer window
Set timer window image type
etc.
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If you just mean like team color, there's a set unit color action. Anything more advanced than that would probably be done by using the send actor message action. I won't be able to help you much with that one.
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You should use a global variable, and not a local variable.
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Note sure, haven't done that one before. There is an event for player property changes, and you can specify vespene gas. You might even be able to specify the amount of the change in a condition.