Changing Starting Units?

Swiftbeard

New Member
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Is there a way to change which units are the "starting" units for whatever race. For example...instead of making 5 peons and a great hall the starting units, I could make it a grunt and a troll.
 

Komaqtion

You can change this now in User CP.
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469
No, there is no way to change the starting unit for the Melee action, but if you remove that one you can easily trigger your own :D
Trigger:
  • Starting Units
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Temp_PGroup = (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)))
      • Player Group - Pick every player in Temp_PGroup and do (Actions)
        • Loop - Actions
          • Set TempPoint = ((Picked player) start location)
          • Unit - Create 1 Grunt for (Picked player) at TempPoint facing Default building facing degrees
          • Unit - Create 1 Troll Headhunter for (Picked player) at TempPoint facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyForce(udg_Temp_PGroup)
 
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