Custom Gameplay Constants

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PostMortem

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I want to add custom armor and attack types, is this possible?

thanks for any advice.
-Post
 
I don't think you can change the names / descriptions, but you can certainly change the effects certain armor types have when subject to certain weapon types. I'm guessing you can already see that in gameplay constants though.
 
You can change the discriptions and Icons in the custom game 'interface'.

Its confusing because, over time Blizzard has not only changed the names of the attack & armor types, but the types they effect as well.

So you'll see three fields for each armor & attack type, I am thinking I found it was the MIDDLE one, but you may want to double check.

(or....change em all, heh)
 
well thx for the help, but what i meant was, can i add my own constants to the point of having, so-to-say, 20 diffreent armor types and 20 diffrent attack types?

Im guessing NO, but just wanted to make sure.

also...

is there a way to use triggers to set a units waypoint and target the closest unit of a certain type?

Thanks again
-Post
 
I just finnished a trigger that actually targets the closest unit of matching type :D

what im doing is having peons mine diffrent ores by attacking rocks of diffrent types. Each time a peon attackes a rock the peons custom variable is increased by 1. when the peons custom variable reaches 10, the "target closest town hall" trigger is activated. using the variable "ReturnDistance" I've estabilshed a way to target the closest town hall.

-Actions
--Set ReturnDistance = 100000.00
--Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Town Hall) and do (if ((Distance between (Position of (Attacking unit)) and (Position of (Picked unit))) Less than ReturnDistance) then do (Set GatherDistance = (Distance between (Position of (Attacking unit)) and (Position of (Picked unit))) else (Do nothing))
--Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Town Hall) and do (If ((Distance between (Position of (Attacking unit)) and (Position of (Picked unit))) Equal to ReturnDistance) then do (Unit - Order (Attacking unit) to Attack (Picked unit)) else do (Do nothing))

Im sure it can be ironed out a bit, but it does work.

Now, to get the peon to return back to the same rock it was mining at before is another barrier.

maybe, if i number each rock and before the peon goes to return its resources i have the trigger set the peons custom variable to that specific rock. and the rest should fall in easily.

we'll see.

Thanks for all the help everyone.
-Post
 
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