Don't know if this will help you any, but thought I'd throw it out there. In triggers there's an action "set unit property" and you can choose things like carried minerals and carried vespene.
Hey Traysent, I'm kind of curious about your experience of actually using the editor. I wanna play a Traysent made map! And if you're more of a marketing guy, I'd settle for something on par with the map made from the blizzard intro mapping tutorials :)
I'm not sure if there's already a counter, if there were it'd probably be in "player property". You could always count it yourself using the "unit is killed" event and modifying a global variable.
Is this the sort of thing you were looking for? I can't think of a way to do such synchronization without some sort of master unit though. So if the master unit dies, they'll be lost without em, poor fellas.
Are you sure it can't be done in data by say giving the targeted unit a buff? You could even use a dummy buff if you want to be able to use triggers as well. Just use the "Unit behavior changes" event.
Hey guys. I've just started using data tables, and was wondering about efficient use. Specifically I'm using them to have a unit remember its spawning building (using unit tags). There's the potential of lots of units being spawned and therefore lots of Data tables being generated. When a particular unit dies, and its information is passed on to a newly spawning unit should I get rid of the old data table (generated from the old units tag)? Will using "Remove Data Table Value" get rid of it (By which I mean will it still be taking up information space, such as when you have a blank global variable)?
Well I went ahead and did the validator route, and it works pretty well. I'm just going to have to make more than one for each supply amount, and attach them to the correct abilities. I was just curious if there was a better way to do it so that'd it'd automatically recognize supply from the units and # of units being created.
Hey guys, I have a slightly modified duplication of the calldown mule ability which drops 2 marines. I was wondering what the best way was to disallow use of the ability when the player doesn't have sufficient supplies for the units. Am I going to have to use validators? I'm hoping not, since I plan on duplicating the ability some more for different unit types.
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Did you try this, instead of disabling all melee stuff?
"enable/disable melee option for player" Do it for all players, and make sure it comes after the normal melee set up actions.
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Don't know if this will help you any, but thought I'd throw it out there. In triggers there's an action "set unit property" and you can choose things like carried minerals and carried vespene.
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@FunkyUserName: Go
Certainly no more useless than video games, watching sports, tv, or really anything covered in the entertainment spectrum.
@Traysent: Go
Hey Traysent, I'm kind of curious about your experience of actually using the editor. I wanna play a Traysent made map! And if you're more of a marketing guy, I'd settle for something on par with the map made from the blizzard intro mapping tutorials :)
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I'm not sure if there's already a counter, if there were it'd probably be in "player property". You could always count it yourself using the "unit is killed" event and modifying a global variable.
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Hey Gradius, they made your infested Tychus :P
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Is this the sort of thing you were looking for? I can't think of a way to do such synchronization without some sort of master unit though. So if the master unit dies, they'll be lost without em, poor fellas.
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I've wondered that for awhile too.
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Are you sure it can't be done in data by say giving the targeted unit a buff? You could even use a dummy buff if you want to be able to use triggers as well. Just use the "Unit behavior changes" event.
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Okay, thanks.
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Ah, cool. Indeed I am using effect target. Ah well, the solution of validators really wasn't that involved anyways. Thanks for the info.
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Hey guys. I've just started using data tables, and was wondering about efficient use. Specifically I'm using them to have a unit remember its spawning building (using unit tags). There's the potential of lots of units being spawned and therefore lots of Data tables being generated. When a particular unit dies, and its information is passed on to a newly spawning unit should I get rid of the old data table (generated from the old units tag)? Will using "Remove Data Table Value" get rid of it (By which I mean will it still be taking up information space, such as when you have a blank global variable)?
Thanks.
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Have you tried finding the tech upgrade for it and adding a tech level to it via triggers?
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Another unit to look at would be the diamondbacks from the campaign.
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Well I went ahead and did the validator route, and it works pretty well. I'm just going to have to make more than one for each supply amount, and attach them to the correct abilities. I was just curious if there was a better way to do it so that'd it'd automatically recognize supply from the units and # of units being created.
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Hey guys, I have a slightly modified duplication of the calldown mule ability which drops 2 marines. I was wondering what the best way was to disallow use of the ability when the player doesn't have sufficient supplies for the units. Am I going to have to use validators? I'm hoping not, since I plan on duplicating the ability some more for different unit types.