Before you completely throw us away, any news on what's going on with starmon? I know it's unlikely to be finished at this point but any news from the others?
The triggering unit there is the superwarp unit. The event triggers when it creates a unit.
You could try checking the point at which the ability was used for a unit. Give me a bit to get my editor booted up, you on the mapster discord at all?
function: Number?/Count of units in region matching conditions (native lib)
Number of units in (entire map) owned by computer, matching: Burrowed < Number of units in (entire map) owned by computer, matching: Burrowed not checked
I've started on an intro to the trigger editor tutorial (see my sig), but I still need to find the time to complete it. that being said, http://wiki.sc2mapster.com/Tutorials has a great amount of trigger ones, in your case I recommend the presets and records one, and the presets and multidimensional arrays one.
I saw that I don't understand the functions though.
Edit: Where are those functions located in the natives so I can see how they are accessed?
Edit2: let me explain more for the #subfunc(if, " && ") if i change that to #subfunc(if, " || ") does that change it to an or as the default for all the listed conditions.
Here are snippets from the switch subfunc and the if then sub func if someone could explain what they do to me. (sorry to derail the overall thing) oh and one from the internal If then
I'm most interested in the if-then you made using subfunctions, how does the conditions subfunction work for accessing? and assuming you know this, how does the event subfunction work?
From what I understand of classes is that they function similarly to SC2 libraries, in that they contain their own list of functions and variables. Is this how classes work in C++ or am I understanding it wrong?
Is it properly creating the hatchery? I don't think the larva aren't listed in the starting units for the zerg, so you might need an if statement to create them if it isn't then.
on a side note: you don't need to reinitialize the melee ai everytime,
0
@Mozared: Go
Before you completely throw us away, any news on what's going on with starmon? I know it's unlikely to be finished at this point but any news from the others?
0
Add the created unit the Warp drop group that's what's wrong.
created unit != last created unit use created unit
0
The triggering unit there is the superwarp unit. The event triggers when it creates a unit.
You could try checking the point at which the ability was used for a unit. Give me a bit to get my editor booted up, you on the mapster discord at all?
0
Melee Initialization, remove the create starting units action.
0
Hide the whole map, then reveal the parts you don't want hidden.
0
function: Number?/Count of units in region matching conditions (native lib)
Number of units in (entire map) owned by computer, matching: Burrowed < Number of units in (entire map) owned by computer, matching: Burrowed not checked
0
@BozoOvermind: Go
I've started on an intro to the trigger editor tutorial (see my sig), but I still need to find the time to complete it. that being said, http://wiki.sc2mapster.com/Tutorials has a great amount of trigger ones, in your case I recommend the presets and records one, and the presets and multidimensional arrays one.
0
Dialog item is used with event type changed selection
0
I saw that I don't understand the functions though.
Edit: Where are those functions located in the natives so I can see how they are accessed?
Edit2: let me explain more for the #subfunc(if, " && ") if i change that to #subfunc(if, " || ") does that change it to an or as the default for all the listed conditions.
Here are snippets from the switch subfunc and the if then sub func if someone could explain what they do to me. (sorry to derail the overall thing) oh and one from the internal If then
0
I'm most interested in the if-then you made using subfunctions, how does the conditions subfunction work for accessing? and assuming you know this, how does the event subfunction work?
0
Thank you all for the info
So pretty much the data editors types are classes?
0
From what I understand of classes is that they function similarly to SC2 libraries, in that they contain their own list of functions and variables. Is this how classes work in C
++
or am I understanding it wrong?0
Is it properly creating the hatchery? I don't think the larva aren't listed in the starting units for the zerg, so you might need an if statement to create them if it isn't then.
on a side note: you don't need to reinitialize the melee ai everytime,
0
@Alcohealix: Go
It modifies an integer value by +1 maintaining it within in bounds, if it would exceed those bounds it then starts again from the bottom.
0
@Alevice: Go
try using the
tags