You can do this "easily" by simply checking for each condition whether they are alive or not when one dies, like:
Event: Any unit dies
Local Variables: Integer init. value 0
Actions
if unitA is dead
then set integer = integer +1
else do nothing
if unitB is dead
then set...
I'm rather sure this was the same in wc3 for buildings-units.
To "get rid of" it, which was working for wc3, not sure if it'll help you out in sc2, but I assume it will, simply make it a unit, place it, face it, and make it a destructible again.
I'm rather sure he meant creating in-game? Since you cannot create a lot of trees instantly (besides copying ofc) in the editor either.
Personally, I found a lot of trouble here too... Trees cannot be revived in-game... And if you kill them, they're still unwalkable due their footprint...
You cannot set the radius to 0 through triggers.
However, you can "suppress unit collision" through a triggerable behavior, yet this seems to do nothing. I've tried it, and it didn't work.
Among many things I tried, all that did what I needed it to do was turning off his movement entirely...
In my case, turning off movement speed worked.
In your case... I might have an idea (yet not tested). Give it a try if you care:
First you turn off his momvent, then you move him instantly, and then you turn on his movement again.'
I'm not sure, but hopefully this will bypass the unit to...
Hm.. It is possible to reduce the damage by 90% through a behavior (or rewind some damage after damage is taken), but I don't know how that will work out. Yet you might want to give it a try.
Why I doubt it?
For every 10 damage, 9 damage would be blocked, but if you'll be dealing damage...
If %s were included, we'd be done. Sadly, they aren't. All we can do is set a certain pixelsize, which may be your half screen or may be your entire screen.
SC2 looks harder when you're new to the SC2 editor (even if experience with WC3 editor), because of the object editor. But over-time, you'll understand it, and then the advantages are far greater as the disadvantages.
I recommend you use the search function. If you go to "unitgroup tab" you can just type in "pick every" and you can't miss it. The alternative function is "For each unit in unitgroup" for which you set the unit var to "temp_unit" and skip the function "set temp_unit = (Picked Unit)"
[Trigger Editor]
Not sure if it works, as I haven't tried it yet, but check the "Dialog" tab.
Use the "Create Dialog Item", and there you can choose smth like a "progress bar", not sure how exactly it is called.
As I said, I haven't tried it yet, but I've seen it be there.
It's the sc2 editor written between wc3GUI tags([WC3])
Because it may only work for player 1.
About the trigger...
- Who attacks? The "item" or your unit?
- Does the attacker possess the ability by default, as the two posts above already stated?
- 100% sure the right item is...
Events
time - every 0.5 seconds of game-time
Conditions
Local Variables
unit_var
Actions
Unitgroup - pick every unit of type "item"
set unit_var = (Picked Unit)
Unitgroup - pick every unit within region ((Position of (Picked Unit)), 1.0)
unit -...
Why don't you trigger it if you dislike the data editor?
It's rather easy, as it sounds like you only have 1 unit (vehicle)?
Pick every unit of that type
///eventually behavior check, but I guess that's not needed as he can just run over people all the time
set temp_unit = picked unit...
Making a local shouldn't change it, as it's called instantly. Yet weird things happen, so give it a try.
(In wc3 6x7 == 43, instead of 42. I didn't understand that either)
Isn't there a way hostile attacks it? Include DoT or eventual suicide abilities. Cos if the mine has some suicide ability...