changing what group they're in doesn't changing their alliance, there's an action called set player alliance. use it in a loop to set the alliances between each player.
I feel the need to point out that this is a data problem and not a trigger problem. What you need to do though is reference all of those models in the map -> preload data.
Unit in unit group, if ((killed unit) is in team 1 unit and (attacking unit) is in team 1 units) or ((killed unit) is in team 2 unit and (attacking unit) is in team 2 units)
then don't give money else give money
Like I said, add the heroes into unit groups for each team, if the killing unit is in the same team as the killed unit, do not award money, if not on the same team, award money.
AFAIK you can use the same bank name in multiple maps and it will be a shared bank, as long as the maps are published by the same account, but I haven't tried this yet.
This is indeed how it works, make sure that the maps you want to share the bank amongst are all published using the same account.
Unit groups of heroes for both teams, check to see what unit group it is in. As for the mind control issue, create an array for unit variables with size = # of players. When each player selects/gets a hero, set playerunit[player] = unit. Then you just simply check which unit in the array it is, and if it matches you revive it for that player.
Actors and UI, both take forever to get perfect, some of the repetitive data abilities get annoying but I have a way to mass create stuff for levels and what not.
My whole feel on money in mapmaking is that donations are nice, but money shouldn't be expected or the only way you'll make a map. It's like finding that one present that was hidden under the christmas tree, as you take down the tree. It's nice to find, but you shouldn't expect it every time you take the christmas tree down, and shouldn't be the reason you take down the tree.
I know this is going to sound like somethign you don't want to hear, but here are some points that you've probably already done that could help:
Have you checked all your triggers to make sure you don't mess with the variables elsewhere
Have you tried manipulating the dialogs through other triggers? (ex: hit space to open and close, or type close, etc)
Have you tried closing SC2 and your editor, and then reopening the editor again? sometimes it loads the wrong state of a map, or ghost files in the system
Have you tried closing it all, taking a break and coming back after 30 min or so, just to calm down and look at your code in a different state of mind?
Have you placed money into the CD/dvd/bluray drive? The computer runs on money.
Did you follow the programmers ritual, and draw an octogram around the computer, places bottles of water at each point and chant "Work or be watered" for 5 min? Also did you remember to use blood from a waifu for the octogram?
Did you whisper sweet nothings into the microphone and tell it how much you love it?
Did you consult Helix Fossil? Sun god? Flying-spaghetti monster?
Nice to see that it's not only us younger ones that play, it's not possible for us to create a mod that can influence the game speed of campaigns selected from Starcrafts campaign menu. However it is possible for us to create a mod that you can apply to custom games, and use as a dependency for campaigns downloaded from here if that's what you'd want.
Try using the unit enters region (entire map) trigger. A unit that is created will trigger this as well, you can then use triggering unit to get the unit that entered the map.
Edit: You could also set the custom value of units that enter the map to 1 and check for it's value on all units.
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changing what group they're in doesn't changing their alliance, there's an action called set player alliance. use it in a loop to set the alliances between each player.
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I feel the need to point out that this is a data problem and not a trigger problem. What you need to do though is reference all of those models in the map -> preload data.
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Try this
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Unit in unit group, if ((killed unit) is in team 1 unit and (attacking unit) is in team 1 units) or ((killed unit) is in team 2 unit and (attacking unit) is in team 2 units) then don't give money else give money
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Like I said, add the heroes into unit groups for each team, if the killing unit is in the same team as the killed unit, do not award money, if not on the same team, award money.
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You can indeed make buttons a part of custom status frames and then interact with them after hooking them up. Here's my test map demonstrating that.
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Theoretically if you hook up the ui container and create your dialogs inside of it, you can set the render priority to be rendered below those panels.
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This is indeed how it works, make sure that the maps you want to share the bank amongst are all published using the same account.
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Unit groups of heroes for both teams, check to see what unit group it is in. As for the mind control issue, create an array for unit variables with size = # of players. When each player selects/gets a hero, set playerunit[player] = unit. Then you just simply check which unit in the array it is, and if it matches you revive it for that player.
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Actors and UI, both take forever to get perfect, some of the repetitive data abilities get annoying but I have a way to mass create stuff for levels and what not.
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My whole feel on money in mapmaking is that donations are nice, but money shouldn't be expected or the only way you'll make a map. It's like finding that one present that was hidden under the christmas tree, as you take down the tree. It's nice to find, but you shouldn't expect it every time you take the christmas tree down, and shouldn't be the reason you take down the tree.
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I know this is going to sound like somethign you don't want to hear, but here are some points that you've probably already done that could help:
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Nice to see that it's not only us younger ones that play, it's not possible for us to create a mod that can influence the game speed of campaigns selected from Starcrafts campaign menu. However it is possible for us to create a mod that you can apply to custom games, and use as a dependency for campaigns downloaded from here if that's what you'd want.
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We had quite a discussion over this at one point, https://www.sc2mapster.com/forums/development/triggers/85155-how-to-use-the-spear-of-adun-in-multiplayer-maps/#p1
essentially you use command card dialogs to use it.
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Try using the unit enters region (entire map) trigger. A unit that is created will trigger this as well, you can then use triggering unit to get the unit that entered the map.
Edit: You could also set the custom value of units that enter the map to 1 and check for it's value on all units.