I don't think there's a map size limit (other than your total size limit). I uploaded one just over 20 MBs (sound files mostly pushing it over) less than a month ago.
The action is modify player property. The value after subtract is "convert real to integer">"unit type property">"unit type of unit">"triggering unit" and the property is bounty (minerals). Looking back at your post, it should probably be changed to vespene. I'm not sure if your thing gives them bounty if they kill their own units, if so this trigger could end up taking away their resources if they kill their own units but don't get a bounty for it.
You could make an integer variable and plug that into the loop value. That way, you'd only have to edit a single variable if you'll be using it in multiple triggers.
Perhaps you could give these units to player one (for team one) and give player 1 a shared control alliance. If players are concerned about someone controlling their hero, you could do the opposite of what I mentioned above. That is, if they select player 1's hero, then use the action clear selection, or deselect unit, or something like that.
The only other way via triggers I can think of is to make it so that whenever a unit is selected by a player, it switches ownership of that unit to that player. Its been inefficient whenever I've used it, as I tend to have to pick the units one by one.
Might want to ask the data forum, as there may be a good way to do it via data. I noticed there's a flag under data called "Share Control". Maybe that will help. Though I imagine you'd probably have to duplicate some units if players can have their own versions. Not really sure, as I've never used this flag before.
Not entirely sure if this is stuff you've tried or still need help on...
But there's a value called "unit progress (percent)" that you can use in conditions. Also if this is simply for training, so you're not fighting anyone, you could use "Unit property" and grab their life/life (percent) as this would give you an indication as to how far along a building is. There's also some "training queue" things that I've never tried myself...
With "unit filter match" you can specify whether something is under construction or not, as well as many other things. Looks like there's also one specifically just for "unit is under construction"
So yea, I was just looking at some of the different condition inputs to see what might be relevant. Dunno if it helped. Also, when I click your link in the first post it just brings me back to this post...
Well I went ahead and took one more stab at it b4 bed and it seems to have worked. This time I just went ahead and threw all the distances into local variables at the beginning of the function, then compared those distances in the if/then statement. Don't really know what that made a difference, but it's working now...
If curious, see the updated "Closest spawn point" function in attachment.
Hey, I'm trying to make a function that will either return the position of the nearest nydus worm, or other specified spawning point on map to the players hero unit.
I've tried twice, by using the distance between points function, and if then statements that are meant to take the smallest distance of those points. The map seems to be having problems with the nydus worms of which I tried two different methods (see map attached). You'll notice if you go into test document that the eastern nydus worms fine. The northern nydus only works if the player is to the right of it, but not if he is to the left of it. North and south don't matter. The western nydus doesn't work at all, and just defaults to the west spawn point instead.
I'm not sure why it does this... I created some text messages under the "Attack ultra - spawn" trigger (currently disabled). And they show the correct value for distance between points. I tried both absolute value and without, thinking that might initially be the problem. But absolute value makes no difference.
After some more forum searching, I found some several year old threads that went unanswered about this same question. So I guess that means no one knows how to fix this. I went ahead and made a custom action that pretty much does what I want. The only downside I've found is that even if I hide the mouse, it's still there, so it'll still highlight stuff that it mouses over.
Also note since I'm doing a single player map, it doesn't matter if I differentiate between player one and all players, whereas your map may want to.
I'm currently having this problem. I've noticed the sound works when I'm not in cinematic mode. Not sure how to get it to work when in cinematic mode (mine actually fades out after about 2 seconds)
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I'm not sure why you're using this 'kills' local variable. You can use triggering player, or owner of triggering unit, to get the player you want.
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Pretty sure last created unit only works with create unit functions that are in the same trigger/function.
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I don't think there's a map size limit (other than your total size limit). I uploaded one just over 20 MBs (sound files mostly pushing it over) less than a month ago.
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I think a Super Smash Bros type game would be more fun for those characters... But then again, I've never been interested in MOBAs...
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This is a stab in the dark, but it may work. Try it out.
The action is modify player property. The value after subtract is "convert real to integer">"unit type property">"unit type of unit">"triggering unit" and the property is bounty (minerals). Looking back at your post, it should probably be changed to vespene. I'm not sure if your thing gives them bounty if they kill their own units, if so this trigger could end up taking away their resources if they kill their own units but don't get a bounty for it.
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You could make an integer variable and plug that into the loop value. That way, you'd only have to edit a single variable if you'll be using it in multiple triggers.
0
Perhaps you could give these units to player one (for team one) and give player 1 a shared control alliance. If players are concerned about someone controlling their hero, you could do the opposite of what I mentioned above. That is, if they select player 1's hero, then use the action clear selection, or deselect unit, or something like that.
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The only other way via triggers I can think of is to make it so that whenever a unit is selected by a player, it switches ownership of that unit to that player. Its been inefficient whenever I've used it, as I tend to have to pick the units one by one.
Might want to ask the data forum, as there may be a good way to do it via data. I noticed there's a flag under data called "Share Control". Maybe that will help. Though I imagine you'd probably have to duplicate some units if players can have their own versions. Not really sure, as I've never used this flag before.
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Adding a computer team, and giving them the alliance ally with shared control/vision/etc should work.
Probably other ways to do it as well, but this is what comes to my mind.
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Not entirely sure if this is stuff you've tried or still need help on...
But there's a value called "unit progress (percent)" that you can use in conditions. Also if this is simply for training, so you're not fighting anyone, you could use "Unit property" and grab their life/life (percent) as this would give you an indication as to how far along a building is. There's also some "training queue" things that I've never tried myself...
With "unit filter match" you can specify whether something is under construction or not, as well as many other things. Looks like there's also one specifically just for "unit is under construction"
So yea, I was just looking at some of the different condition inputs to see what might be relevant. Dunno if it helped. Also, when I click your link in the first post it just brings me back to this post...
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For those confused as to the purpose of this map, I offer this song in explanation: The Ultimate Showdown of Ultimate Destiny.
http://www.newgrounds.com/portal/view/285267
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Well I went ahead and took one more stab at it b4 bed and it seems to have worked. This time I just went ahead and threw all the distances into local variables at the beginning of the function, then compared those distances in the if/then statement. Don't really know what that made a difference, but it's working now...
If curious, see the updated "Closest spawn point" function in attachment.
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Hey, I'm trying to make a function that will either return the position of the nearest nydus worm, or other specified spawning point on map to the players hero unit.
I've tried twice, by using the distance between points function, and if then statements that are meant to take the smallest distance of those points. The map seems to be having problems with the nydus worms of which I tried two different methods (see map attached). You'll notice if you go into test document that the eastern nydus worms fine. The northern nydus only works if the player is to the right of it, but not if he is to the left of it. North and south don't matter. The western nydus doesn't work at all, and just defaults to the west spawn point instead.
I'm not sure why it does this... I created some text messages under the "Attack ultra - spawn" trigger (currently disabled). And they show the correct value for distance between points. I tried both absolute value and without, thinking that might initially be the problem. But absolute value makes no difference.
0
After some more forum searching, I found some several year old threads that went unanswered about this same question. So I guess that means no one knows how to fix this. I went ahead and made a custom action that pretty much does what I want. The only downside I've found is that even if I hide the mouse, it's still there, so it'll still highlight stuff that it mouses over.
Also note since I'm doing a single player map, it doesn't matter if I differentiate between player one and all players, whereas your map may want to.
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I'm currently having this problem. I've noticed the sound works when I'm not in cinematic mode. Not sure how to get it to work when in cinematic mode (mine actually fades out after about 2 seconds)