You can use the No Markers validator to stop that since the damage effect applies marker to the target units. Units like the hellion and colossus also use that validator to stop attacking the same targets several times.
- scroggs1
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DrSuperEvilGamepedia posted a message on Making a non-target shooting projectiles ability. (Solved)Posted in: Data -
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DrSuperEvilGamepedia posted a message on Making a non-target shooting projectiles ability. (Solved)Posted in: DataYou want an Effect - Target type ability that uses a Create Persistent effect. Under the ability the Smart Command flag allows the ability to be linked directly to the mouse click. Use Modify Unit effects as the initial and final effects of the Create Persistent effect to turn the unit/turret to the target. You then need to have a single period on the Create Persistent effect that uses your Launch Missile effect at an offset. Under the Launch Missile effect the Effect: Periodic Effect can be used for collision detection.
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DrSuperEvilGamepedia posted a message on About infested bunker/civilian auto trainingPosted in: DataMaybe your Train ability used to create the units has a cost to use set under the Ability: Info - Technology Resource Cost field.
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_ForgeUser4860208 posted a message on [Data/Trigger] Making pylon build fasterPosted in: TriggersTitle's a bit misleading.
What i want to do is make a pylon build faster as you have more units around it. My current solution is having a load of modified chronoboosts that are applied by triggers as you put more units into a region near the pylon, but this isn't a very elegant solution, and it's certainly not dynamic. In addition, the pylon gets to full health before the building construction is complete because chronoboost was never made to work on buildings that are under construction.
Any suggestions are welcome, they may make me think of other solutions.EDIT: I guess this got moved to the trigger section, but it's not really just a trigger question, because I think this could be done through buffs as well (not that I know exactly how that would work).
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In reply to IATidus:
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Hi I want to add some options in the lobby like game mode, max game time etc.
https://imgur.com/Es8nJu6
These ones
Is it a trigger? If so, what event do I use?
I just want to set the amount of resources when start and mineral/vespine geyser has. But I'm also curious about setting more complex things just like skins of units like from the Coop And Campaign units extension mode.
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In reply to EDHRIANO: