Well, adding all the move commands to a queue when entering point 1 would devide the number of triggering triggers by 8 I guess.
Untitled Trigger 001
Events
Unit - Any Unit Enters within 2.0 of Point 001
Local Variables
Conditions
Actions
Unit - Order (Triggering...
I was thinking about that as well, but I wasn't sure. So I decided to leave it up to you. I'd say Zeratull with a Scythe would be amazing, but not possible.
Not sure if the Dark Templar models have any differences other than the weapons, not if this is possible... but: Let the first ability (the...
Require the rest of the abilities/thoughts on the design if you'd like some ideas on that one.
Are the heroes supposed to fight eachother, or mainly larger groups of enemies?
One quick thing: I suck at names, so I'm not going to bother too much on that.
Name: Bob the Zergling (like I said...
First of all: very sorry for the late reply. I've been quite buisy the past two weeks, and didn't have much time for serious work on my map.
Alright, I followed what you did in your post, I currently have the following:
The main function, to ask up the time of day:
TimeOfDayAsString
Options...
I actually had no idea how to do this in SC2, so I got myself a tutorial to help out on this. The actual system is pretty simple:
Is supposed to return me the time of day as a string:
TimeOfDayToString
Options: Function
Return Type: String
Parameters
Time of Day = 00:00:00 <Time Of Day>
Grammar...
You know you can edit my trigger example to your needs? =/ Not that difficult you know...
Change it to a text tag then?
Change the (all players) it to (triggering player), or (owner of (triggering unit)) or whatever?
I need your trigger events and all to know how to change this... I can't...
Hey everyone, me again. I'm currently working on a day/night system for my map, as well as a little clock window to show players the current time.
After about half a day of messing around I think I've got everything to work, except for one error message. The error message in question is a...
You don't need an array for this at all. All you need is a normal integer variable.
Giving minerals
Events
Local Variables
Minerals = 0 <Integer>
Conditions
Actions
Variable - Set Minerals = ((Random integer between 1 and 10) * 10)
Player - Modify player (Triggering player) Minerals: Add...
It doesn't, it has no problem with removing a unit that's dead, be it selected from the origonal map or in a variable.
You need an if trigger to check if the unit == alive, and if it is remove it.
I don't know anything about this stuff, so might as well ignore me. But wouldn't DT cloak be better, since Banshee's cloak requires an upgrade? As in adding and removing the ability via triggers.
Basicly, with my limited understanding of the object editor, what I think is needed is removing the pathing footprint of your auto-turrets.
This can be found on your normal unit, under Movement: Pathing Footprint.
I don't know if the Auto-turret is a building, but I'm about ... 20% sure that...
Hope you're ready for a long read...
Alright, before I post, let me say the following: I like to complain about and point out every little thing I can find. And if I ever posted a map, I'd want someone to tell me every, little, tiny mistake I made. :D Not because it's a bad map or anything...
Pretty much as mentioned above:
- Gobally lower all numers, both damage and health.
( - decrease number/time scaling; meaning: decrease the health/damage items, levels, upgrades or whatever give.)
- Damage reduction to increase effective health.
- Make the "boss" split into multiple ones or...
Player leaves
Events
Player - Player Any Player leaves the game with Any
Local Variables
Conditions
Actions
Player - Modify player (Triggering player) Minerals: Set To 0
General - Wait 10.0 Game Time seconds
Unit - Create 1 Ultralisk for player (Triggering player) at (Start location of player...