Unit - Order (Picked unit) to ( Attack targeting (Position of (Closest unit to (Position of (Picked unit))
What is closest unit.... and secondly if that "Closest unit" is a value action then i would think you would need to verify that the closest unit is an enemy unit other wise it will select allied unit and then do nothing because it cant attack allies......
How about you let blizzards system handle the Version number.... and leave it at that..... Its actually quite nice because you dont really wanna make a change to the version info for every little change you make but you would when uploading your map .... and blizz handles this for you
There is no way to remove it. Since its internal to blizzards map publishing system
if your making a new unit that burrows and moves underground i would suggest creating a new actor based off of the roach(burrowed) actor
this should give you everything you need for the actor....
And it sounds like the roach upgrade just gives the roach(burrowed) "UnitType" an actual speed .......
You can do this through triggers by set catalog field value ..... for Unit ."NewUnderGroundUnit" fieldname "Speed" set = 1.4
the move command card will not show unless the unit has a speed > 0 ......... check the button requirements for the ability and command card buttons for more specifics
Is is just me or should Tron bikes not even be using regions.....
wouldnt it be better to create a unit behind the Bike every time the player turns and then have these created units cast a "beam between eachother and the bike .. this will create a line with the path of the bike...
second you would have this beam effect do aoe dmg in a very small aoe so that if anything touches the beam the unit dies.....
and thats about that..... then i would maybe take these same units set one in each corner of the playable area and then you have walls that kill people too...
All this would require is ..... alot of custom data settings. And then triggers to create the invisible dummy casters for the wall each time the bike changes direction and then another trigger to set which dummy units are spose to be casting the wall ability on which dummy units to connect the points.
wouldnt hurt to keep and array of units so you can easily loop through it and assign the proper targets for the wall ability as more units are created.
I played the current version of this online and it was garbage.
Try using The replace existing order setting on the order rather then After Existing Order
Secondly what is with
Unit - Any Unit Enters Player 1 Enemy Spawn
What is this region your specifying it looks like the "1" is an index is this a region array?
Secondly Alot of stuff will effect the units orders while pathing it would be better to have a trigger for each point
such as
Unit - Any Unit Enters Player 1 Enemy Spawn
Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 1)) (Replacing Existing Orders)
Unit - Any Unit Enters Center of Player 1 Enemy 1
Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 2)) (Replacing Existing Orders)
Also you should really set the custom value of the unit = the last trigger/region they were given thier orders from
I really do believe your referencing the regions in correctly as well if you want more help post a screen shot of the actually drigger from GE not the script
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This makes no sense
Unit - Order (Picked unit) to ( Attack targeting (Position of (Closest unit to (Position of (Picked unit))
What is closest unit.... and secondly if that "Closest unit" is a value action then i would think you would need to verify that the closest unit is an enemy unit other wise it will select allied unit and then do nothing because it cant attack allies......
0
How about you let blizzards system handle the Version number.... and leave it at that..... Its actually quite nice because you dont really wanna make a change to the version info for every little change you make but you would when uploading your map .... and blizz handles this for you
There is no way to remove it. Since its internal to blizzards map publishing system
0
if your making a new unit that burrows and moves underground i would suggest creating a new actor based off of the roach(burrowed) actor
this should give you everything you need for the actor....
And it sounds like the roach upgrade just gives the roach(burrowed) "UnitType" an actual speed .......
You can do this through triggers by set catalog field value ..... for Unit ."NewUnderGroundUnit" fieldname "Speed" set = 1.4
the move command card will not show unless the unit has a speed > 0 ......... check the button requirements for the ability and command card buttons for more specifics
0
@PhantomTap: Go
Yes I do believe it can but done but i have yet to try.
Although it does require knowlege of the data field names in the data editor and use of the trigger action "Get/ Set catalog field Value"
0
Is is just me or should Tron bikes not even be using regions.....
wouldnt it be better to create a unit behind the Bike every time the player turns and then have these created units cast a "beam between eachother and the bike .. this will create a line with the path of the bike...
second you would have this beam effect do aoe dmg in a very small aoe so that if anything touches the beam the unit dies.....
and thats about that..... then i would maybe take these same units set one in each corner of the playable area and then you have walls that kill people too...
All this would require is ..... alot of custom data settings. And then triggers to create the invisible dummy casters for the wall each time the bike changes direction and then another trigger to set which dummy units are spose to be casting the wall ability on which dummy units to connect the points.
wouldnt hurt to keep and array of units so you can easily loop through it and assign the proper targets for the wall ability as more units are created.
I played the current version of this online and it was garbage.
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@Argonanth: Go
I do believe that Events require Preexisting Regions to be used
The good news is that you can move these regions and resize them and the Event should fucntion properly
This is not the case when using Points for The Events
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How about looking into Target Sorts...
could make the weapon randomly target a point on the ground in the area of the Target.
Im thinking thats what your looking for anyways
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@Suterusu1337: Go
I believe the Burrowed version of the unit needs
move ability
move command button
speed values
0
Please publish this anyways.......
Id play this just for the sweetness even with lag it looks bad ass.
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@Dwarfius88: Go
Umm SO
Event
- any unit picks up item
Conditions
-Item type = Type of (Trigering item)
-Unittype = Type of (triggering unit)
Actions
-Do stuff
If you need a more descriptive answer maybe I can help you later tonight on irc or pm me
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You should use the Set Catalog Field Value for this the field names are "LifeMax" and "LifeStart"
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Umm I dont think user made maps are gonna show up anywhere other then the custom games....
Stat related games such as 1v1 vs AI i dbout will let people play on user made maps because well its kinda like cheating.
Making Normal Mellee maps are a waste of time IMO leave that up to blizz.
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@x05matt25x: Go
Go to the Triggers Module IN GE
Look at the Map initialization
Delete all the actions on this trigger
Now you will start with blank map with no Defeat conditions and No resources
Enjoy
0
Try using The replace existing order setting on the order rather then After Existing Order
Secondly what is with
Unit - Any Unit Enters Player 1 Enemy Spawn
What is this region your specifying it looks like the "1" is an index is this a region array?
Secondly Alot of stuff will effect the units orders while pathing it would be better to have a trigger for each point such as
Unit - Any Unit Enters Player 1 Enemy Spawn Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 1)) (Replacing Existing Orders)
Unit - Any Unit Enters Center of Player 1 Enemy 1 Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 2)) (Replacing Existing Orders)
Also you should really set the custom value of the unit = the last trigger/region they were given thier orders from
I really do believe your referencing the regions in correctly as well if you want more help post a screen shot of the actually drigger from GE not the script
0
How you do take a look at the actuall XML File?