Add condition to your triggers, that checks for upgrade level for given player, ie.
(YourUpgradeHere count for player 1, counting Complete) == 1
Yeah data editor tend to crash a lot (I mean it, A LOT). I usually get crashed about 5-10 times an hour, the it mostly happens when changing data tabs (ie. from units to actors) and repopulating the list.
Also using "View" button that leads to another data type (ie from unit to view ability) tend to crash even more, and pretty much guaranteed if you filter your data source and target is not in it.
As for search in particular, I don't think i got crashes there (often at least) but refilling the list takes a while anyway.
Obatztrara method would work if the behaviors wouldn't be meant to overwrite eachother. The field he means would deactivate other behavior while active, though that could create problems, as they aren't removed then but instead delayed unless the other behavior finishes.
Also I'm not sure how it'd work cause they'd try to disable eachother at the same time, and i'm not sure which one would 'come out on top' then, if any.
You should be able to use your European account in America without problems. Do note, that you will be connecting to europe, so you may suffer latency issues.
To login to american SC2 servers, you'd need to sadly buy NA copy of SC2. I'm not sure about maps, but you should be fine uploading them under another name there.
You basically need variable to hold highest kills and player who got them. Then just loop thru players and compare if kill amount is higher, and if yes then replace those variables.
Bplayer = 0 <Integer> Bkills = 0 <Integer> Actions Player Group - Pick each player in (Active Players) and do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) if Kills[(Picked player)] > Bkills // compare if this player got more kills then previous highest then Variable - Set Bkills = Kills[(Picked player)] // set highest kill count to kills of that player Variable - Set Bplayer = (Picked player) // set player with highest kills to that player else //note: else is empty Variable - Set Kills[(Picked player)] = 0 // for every player kill count is reset to 0 for the next round //and just refer to Bplayer/Bkills to get what you need
It is possible to get it from string by using Unit Type from String function. But you need to input unit's ID rather than unit name then (it's usually same but without spaces).
Dunno if getting from name is possible, as those aren't unique.
1. Yes, that will work.
2. When show returns false the button is invisible on units (i.e. weapon upgrades, rank1 hides after completion so rank2 will show up)
3. No, it's just the flag that makes your upgrade finished after inputting tech tree cheat, don't mind it.
Quote from ZealNaga: Go
I thought so too, that's the first thing I tried but it doesn't seem to work... I just tried putting the validator elsewhere right now (I wasn't sure if it needs to be in the "disable" or "remove" validation field), but it doesn't seem to work either. Maybe my validator itself is wrong though, I'm not sure anymore...
From what I get you were trying to put validator on the behavior? (that's where disable and remove validation fields are).
Create validator based on Unit Compare Behavior Count with following values:
Validator - Behavior =TamedWorm (behavior on worms here)
Validator - Compare =Equal To
Validator - Failure Result =Must target unit
Validator - Ignore While Channeling =0
Validator - Other Unit - Effect =(None)
Validator - Other Unit - Value e_effectUnitUnknown
Validator - Result - Failure Error
Validator - Unit - Effect (None)
Validator - Unit - Value Target
Validator - Value 0
Then put that validator in the effect fired by Ability (i think that will be Set which applies behavior to both worm and zealot at the same time)