Is there a way that I could build both Ravens and Science Vessels and Ghost and Specters with a trigger without changing the Data of the Barracks and Factory?
When it comes to units like Ravens and Science Vessels, Bliz put them in the same position on the command card. Since the Raven is on top, if both are available, then it defaults to Raven. So you'll have to move the science vessel or raven to an empty spot on the command card. If you're hesitant to change data because of inexperience, it's a pretty easy procedure. See picture.
Also, what I'm doing is basically a mod. But when I tried to do a mod I didn't find a way to test it with the campaign maps. Is it possible to play campaign missions with mods?
You would have to play offline using test document. Open a map you want to play, then go to File>Dependencies>Add Other. Then find your mod and add it.
For the Attack/Armor upgrades, did you try both kinds? In the campaign there are two kinds of lvl 1, lvl 2, lvl 3 upgrades. This is because there's an option to get Armor upgrades that also upgrade health, and attack upgrades that also increase attack speed. For instance right now I'm looking at terran weapons and there is Terran Infantry Weapons Lvl 1, and Terran Infantry Weapons Ultra-Capacitors Lvl 1.
For the Raven, you could try Allow/Disallow ability for player, and choose Starport - Build Raven ability.
That should work. Might be something specific and technical. Take a screenshot and post it here, or you can highlight the code, right click and hit copy as text. You can then paste it here in code blocks.
Wings of Liberty is free for all, so I imagine that would be fine. But the other campaigns are still under sale, so I doubt they'd want those campaigns to be accessible for free on arcade.
I would try looking at a Hatchery and their Larva spawning. They have some stuff that limits the number of total Larva the hatchery spawns. I believe this is both on the behavior as well as a requirement and/or validator.
That makes sense. Triggering player relates to the event. For instance if you use the event "unit enters region", if player 3's unit enters the region, triggering player will return player 3. No player triggers the map initialization.
Sounds like you found a solution. It sounded like the behavior was being applied to the dying unit a second time, so my thoughts were stop it from being applied that second time. So using a validator on the effect that applies the behavior to check if it already has it.
Here's my thought experiment guess as a potential work around. Place gateways, then order the the AI to transform gateways into warp gates... it might work :)
I suppose I would give every unit a behavior buff (add it to them in data). I would then use triggers with a unit dies event. I would use the catalog actions to modify the behavior.
I would use Map>Game Attribute. With this you can use player options in the lobby. They'll look similar to the player picking their color and race.
It's been awhile since I've used them, so you may need to experiment to get it just right. You'll click the little plus sign to add a new one. Under general, you'll want to click Player, instead of game. Under Usage, I think you want first come first serve (so only one player can select each). Under values is where you'll add your different factions. If it's just one faction you could have 4 values of faction 1, and 2 values of faction 2.
In the trigger editor you can then use the "Attribute Player Value" to find out what each player selected in the lobby. You can then use that to give control of units and set up alliances.
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Ooooh Ed's gonna win soooo many Jaybucks!
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When it comes to units like Ravens and Science Vessels, Bliz put them in the same position on the command card. Since the Raven is on top, if both are available, then it defaults to Raven. So you'll have to move the science vessel or raven to an empty spot on the command card. If you're hesitant to change data because of inexperience, it's a pretty easy procedure. See picture.
You would have to play offline using test document. Open a map you want to play, then go to File>Dependencies>Add Other. Then find your mod and add it.
1.85263472124611
For the Attack/Armor upgrades, did you try both kinds? In the campaign there are two kinds of lvl 1, lvl 2, lvl 3 upgrades. This is because there's an option to get Armor upgrades that also upgrade health, and attack upgrades that also increase attack speed. For instance right now I'm looking at terran weapons and there is Terran Infantry Weapons Lvl 1, and Terran Infantry Weapons Ultra-Capacitors Lvl 1.
For the Raven, you could try Allow/Disallow ability for player, and choose Starport - Build Raven ability.
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You could do something like this tutorial I made awhile back. It's about building an auto turret with an SCV, but you should be able to adapt it to a siege tank. https://www.sc2mapster.com/forums/resources/tutorials/233543-data-scv-builds-auto-turret-custom-structures
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That should work. Might be something specific and technical. Take a screenshot and post it here, or you can highlight the code, right click and hit copy as text. You can then paste it here in code blocks.
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Wings of Liberty is free for all, so I imagine that would be fine. But the other campaigns are still under sale, so I doubt they'd want those campaigns to be accessible for free on arcade.
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I would try looking at a Hatchery and their Larva spawning. They have some stuff that limits the number of total Larva the hatchery spawns. I believe this is both on the behavior as well as a requirement and/or validator.
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That makes sense. Triggering player relates to the event. For instance if you use the event "unit enters region", if player 3's unit enters the region, triggering player will return player 3. No player triggers the map initialization.
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Have a good time good buddy! Feel free to visit anytime! :D
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Sounds like you found a solution. It sounded like the behavior was being applied to the dying unit a second time, so my thoughts were stop it from being applied that second time. So using a validator on the effect that applies the behavior to check if it already has it.
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Here's my thought experiment guess as a potential work around. Place gateways, then order the the AI to transform gateways into warp gates... it might work :)
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I suppose I would give every unit a behavior buff (add it to them in data). I would then use triggers with a unit dies event. I would use the catalog actions to modify the behavior.
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Hey guys. I'm releasing my game in Early Access on Tuesday. You can try the demo on Steam now. Check it out!
https://store.steampowered.com/app/1083460/Rencia/
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I would use Map>Game Attribute. With this you can use player options in the lobby. They'll look similar to the player picking their color and race.
It's been awhile since I've used them, so you may need to experiment to get it just right. You'll click the little plus sign to add a new one. Under general, you'll want to click Player, instead of game. Under Usage, I think you want first come first serve (so only one player can select each). Under values is where you'll add your different factions. If it's just one faction you could have 4 values of faction 1, and 2 values of faction 2.
In the trigger editor you can then use the "Attribute Player Value" to find out what each player selected in the lobby. You can then use that to give control of units and set up alliances.