You should just move onto using galaxy script instead of gui. But here's a work around to defeating the problem of it not allowing you to edit the expression. Set your local variables that your passing into the expression greater than zero. Once the expression is created/modified, set your locals to zero.
Alternative is to just use ArithmeticInt or ArithmeticReal functions instead of an expression if you can.
Setting your trigger up this way should fix the problem. If a player types remove marauder in the chat, then all marauder's owned by the player will be removed from the game.
Here is something to get you started, as drsuper mentioned ask questions on discord.
Helpful tip. When map is loaded use ctrl+alt+F12 to use the UI debugger. Most efficient way to move/resize something to get the look you want. Plus you can see what all of fields do.
So are you wanting to change the skin? If so, then you can probably accomplish that by modifying the layouts.
The reason why the text is dark is because your using the built in TimerWindowCreate. When you add the lotv campaign dependency you need to switch to using libVCUI_gf_TimerWindowCreate. Just take a look at the trigger GUI timers. You will notice that there are two create timer windows to pick from. Use the one that references LOTV.
Using libVCUI_gf_TimerWindowCreate will solve the issue. Take a look at the Void Native Lib concerning timers. You can also send animations events to the timer as well.
You need to make a function that will search through the unit group array. Then return the unit group that the triggering unit is in.
Get Unit Group
Options: Function
Return Type: Unit Group
Parameters
Unit = No Unit <Unit>
Grammar Text: Get Unit Group(Unit)
Hint Text: (None)
Custom Script Code
Local Variables
Index = 0 <Integer>
Unit Group = (Empty unit group) <Unit Group>
Actions
General - For each integer Index from 0 to Max Unit Group Count with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Unit is in Unit Groups[Index]) == True
Then
General - Return Unit Groups[Index]
Else
General - Return No Unit Group
Trigger will look something like this
Trigger
Events
Unit - Any Unit acquires a target
Local Variables
Unit Group = (Empty unit group) <Unit Group>
Conditions
(Owner of (Triggering unit)) == 1
Actions
Variable - Set Unit Group = (Get Unit Group((Triggering unit)))
Unit Group - Pick each unit in Unit Group and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Picked Unit) has [Insert Behavior]) == False
Then
Unit - Add 1 [Insert Behavior] to (Picked unit) from (Picked unit)
Else
I doubt any triggers were used for the ability. The actor data is where you will find your answer. Looks like the actor uses "drag" on the effect. Not sure if sc2 has that.
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Ok send me a pm on this site or join the sc2mapster discord, a lot easier to converse there through pms.
https://discord.gg/Jtzt8Su
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You should just move onto using galaxy script instead of gui. But here's a work around to defeating the problem of it not allowing you to edit the expression. Set your local variables that your passing into the expression greater than zero. Once the expression is created/modified, set your locals to zero.
Alternative is to just use ArithmeticInt or ArithmeticReal functions instead of an expression if you can.
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I could lend you hand & get the AI harass working how you want it.
0
http://peeeq.de/gui.php?id=4032
Setting your trigger up this way should fix the problem. If a player types remove marauder in the chat, then all marauder's owned by the player will be removed from the game.
0.966172106824926
Link Removed: https://www.mediafire.com/file/djuxcnui3vhukr7/Circ_XP_Bar.SC2Map
Here is something to get you started, as drsuper mentioned ask questions on discord.
Helpful tip. When map is loaded use ctrl+alt+F12 to use the UI debugger. Most efficient way to move/resize something to get the look you want. Plus you can see what all of fields do.
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Part & Parcel map added
@DrSuperEvil I don't remember what version the mod was. Right now its the most recent version from sc2 patch 4.0.
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So are you wanting to change the skin? If so, then you can probably accomplish that by modifying the layouts.
The reason why the text is dark is because your using the built in TimerWindowCreate. When you add the lotv campaign dependency you need to switch to using libVCUI_gf_TimerWindowCreate. Just take a look at the trigger GUI timers. You will notice that there are two create timer windows to pick from. Use the one that references LOTV.
0.963112005365526
It’s nothing to worry about. Its a blizzard native UI error that we all get.
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Added Allied Commander Mod
0.964639321074965
Using libVCUI_gf_TimerWindowCreate will solve the issue. Take a look at the Void Native Lib concerning timers. You can also send animations events to the timer as well.
0
Malwarfare map added.
0
Link Removed: http://www.mediafire.com/file/5d9j357nspju507/Unit_Group_Example.SC2Map
Here's an example map you can refer to if needed.
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You need to make a function that will search through the unit group array. Then return the unit group that the triggering unit is in.
Trigger will look something like this
0.967509025270758
I doubt any triggers were used for the ability. The actor data is where you will find your answer. Looks like the actor uses "drag" on the effect. Not sure if sc2 has that.
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Fixed, try it again.