Var CurUnitType(UnitType)
Var CurUnitCatalogName(String)
Actions:
- set CurUnitType = Unit Type of (triggering unit)
- TextMessage( conversion(Game Link to Text(CurUnitType)))
- set CurUnitCatalogName = conversion(GameLink to string(CurUnitType))
- Set Catalog Field Value (Units, CurUnitCatalogName, "LifeMax",500,Triggering Player)
This would basically set the MaxLife for any type of unit that enters the region .... it would set the maxlife for the [unit type] for the triggering player it effects all units of the type owned by a specific player when you modify the Catalog
I know this is what controls it if units are on same team dunno about enemies but worth a try
Push Priority
Higher number pushes units with lower number out of the way.
Id try setting your "Cowboy" unit's Pushpriority = 20
and see if that does the job
Anthius Does that actually work.... From my testing Ive found that the only way to get the event to fire is to base the region off of a pre-existing object
by pre-existing i mean somehing that was added in the terrain editor prior to running the game.
meaning the following Event wont fire
Unit - Any Unit Enters (Region((Position of (Triggering unit)), 2.0)) The first have is self explanitory, the second half is Region: (Convert Circle to Region(Center: (Position of Unit: (someUnit), Radius: 2)))
Depending on the situation it may make more sense to create dummy units that have specific actors/ behaviors on them to get the job done
you can then place these dummy units where you need them to be through triggers.
Id be interested in looking into this further if you want to send me a pm
Noble just when you use closest unit ....... It needs to be closest unit from unit group
... or else you need to loop through a unit group and find the closest one
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Maybe you should do one question at a time......
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Umm me thinks you need to take a closer look into how normal protoss units get the shield effect to show with out using triggers.
Try taking a zealot and deleting stuff from it till you get the same effect your seeing on your custom unit..
It maybe that the actor for the protoss unit has an event that goes like..... unit takes shield dmg display shied animation....
Its in there somewhere i bet but something like this should not be triggered
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Event - Unit Enters Region
Var CurUnitType(UnitType)
Var CurUnitCatalogName(String)
Actions:
- set CurUnitType = Unit Type of (triggering unit)
- TextMessage( conversion(Game Link to Text(CurUnitType)))
- set CurUnitCatalogName = conversion(GameLink to string(CurUnitType))
- Set Catalog Field Value (Units, CurUnitCatalogName, "LifeMax",500,Triggering Player)
This would basically set the MaxLife for any type of unit that enters the region .... it would set the maxlife for the [unit type] for the triggering player it effects all units of the type owned by a specific player when you modify the Catalog
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This is what you do
Event -any unit enters region Variables: Unit Count = 0 Conditions: - Unit = unit type your looking for
Actions: - Pick each unit in region of unit type and do action(action: - UnitCount = UnitCount + 1)
Actions: - If (condition: - UnitCount > 1) then (actions - Kill units in UnitGroup(unitgroup = pick 2 of "unit type your looking for") in region)
This should do the trick for you Depending on where you put the unit type conditions you can do this with a multiple unit types.
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Set your windows theme to ....
XP or classic
The aero theme causes serious issues in the Galaxy Editor
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yes this is controll by the push priority.
I know this is what controls it if units are on same team dunno about enemies but worth a try
Push Priority
Higher number pushes units with lower number out of the way.
Id try setting your "Cowboy" unit's Pushpriority = 20
and see if that does the job
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If you would like to contribute head to
http://www.sc2mapster.com/teams/infinite-tower-defense/
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Anthius Does that actually work.... From my testing Ive found that the only way to get the event to fire is to base the region off of a pre-existing object
by pre-existing i mean somehing that was added in the terrain editor prior to running the game.
meaning the following Event wont fire
Unit - Any Unit Enters (Region((Position of (Triggering unit)), 2.0)) The first have is self explanitory, the second half is Region: (Convert Circle to Region(Center: (Position of Unit: (someUnit), Radius: 2)))
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not sure but you might want to look into what it takes to change the ui elements in the BossBar
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@Jinxxx123: Go
pretty sure your doing it wrong have your change the Requirements for the items button?
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@RileyStarcraft: Go
Or you could use Set Catalog field value which you select the unit then the field you want and set the data value so
My unit field = radius = my value for specific player
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make sure the units [flag] uncommandable is not checked
the button needs to have a valid ability linked to it i believe
all requirements for the button and the linked ability must also be true for it to show
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I was trying to do this as well
Depending on the situation it may make more sense to create dummy units that have specific actors/ behaviors on them to get the job done
you can then place these dummy units where you need them to be through triggers.
Id be interested in looking into this further if you want to send me a pm
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umm to me any change to the number whether or not its in the 1.0 or 0.1 or 0.01 is a different version...... thats why its called version numbering...
and seriously how does this have any effect on you or the people playing your map?
Star Craft II is not Star Craft 1 v2.0 if you think thats the case, then you are mentally retarded
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Noble just when you use closest unit ....... It needs to be closest unit from unit group
... or else you need to loop through a unit group and find the closest one