Good news and bad news. The good news is that I got some of my ideas so I can probably start going on this again. The bad news is that I have no idea where the majority of my ideas are, meaning I'll have to redo them from memory...which may be better or worse, I can't be sure. Hopefully one day...
I'm going home in the beginning of October, so unit production will resume near that time. Until then, traps continue to frustrate me. I'm sure mines are going to be problematic as well. But, assuming I don't headbutt my monitor, I'm sure I'll get things figured out.
That seems like it will destroy the trap when a certain unit runs into it or over it. I want the trap to be attackable only by seige-type units, or units that have the "attack ground" ability.
@Bloodydood: Locust didn't work. Doesn't locust make the unit invulnerable?
Well I changed the classification back to structure, and added in this trigger:
Trap Targets
Events
Unit - A unit Is issued an order targeting an object
Conditions
(Unit-type of (Target unit of issued order)) Equal to Bio Trap
(Unit-type of (Ordered unit)) Not...
My map features traps which, once built, should be able to be walked over by units, yet not attacked by them. However, I do want certain units to be able to attack them. To do this, I've tried giving the units a "tree" classification, which hasn't worked. I've also tried numerous other...