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...
Hmm...that might work, providing there's no other way for the trap itself to get working the way I want it to. The only problem is that there would be no gauge on the amount of hitpoints the trap currently has unless I added another trigger. This is all possible, but I'd like to avoid the...
I've got a system set up where a worker can build a trap that is classified as "walkable" and "tree". I did this so that normal units wouldn't be able to attack the trap, only siege units that can attack trees can attack the traps. The problem is, siege units can't inflict damage to the traps...
That's also a problem I'll have to figure out sooner than I planned...I've had pathing problems, which I hopefully know how to fix. Regardless, I'll undoubtedly have many a problem to fix trying to make all this stuff...thinking about it, I've had difficulties with all of them as far as getting...