using an effect of type ModifyPlayer I can add 100 minerals to a (target) player. Is it possible to add 100 minerals to every active player using an effect?
pick all active players and then add 100 minerals to picked player?
And how? May I remind you of my question? "Using an effect of type ModifyPlayer I can add 100 minerals to a (target) player. Is it possible to add 100 minerals to every active player using an effect?"
To be completely honest, it's dumb not to use a trigger. There is no reason not to. Don't try to do something fancy with the data editor and waste time.
I'm not sure if its possible with data, kmkkmk. But like the others said, do this with triggers. You can have a data effect fire off the trigger that does if for you. Like I said, I'm not aware of a way to do this with data. If you wanted to do it with triggers, just use these:
Create a unit. Place one per player on the map. Give the unit a behaviour. Set the behaviour's duration to 0.125 sec. Set the initial effect to modify the source player's resources. Set the final effect to be Suicide.
Create a unit. Place one per player on the map. Give the unit a behaviour. Set the behaviour's duration to 0.125 sec. Set the initial effect to modify the source player's resources. Set the final effect to be Suicide.
Again, allot of work for something you can do with two lines of code.
Use triggers, or tell us why you want to use data. Because unless you have a REALLY good reason to use data in this situation, triggers are a much better alternative. If this was just for learning purposes, I would recommend specifying that in the question.
Because honestly this question wasted a lot of people's time if it wasn't.
Also, always remember that a lot of data editor problems can be solved by the "invisible unit" solution.
Create a unit. Place one per player on the map. Give the unit a behaviour. Set the behaviour's duration to 0.125 sec. Set the initial effect to modify the source player's resources. Set the final effect to be Suicide.
Thank you Sir. So there is hope, both in tackling the original problem using the data editor and in people actually reading and thinking before responding (a shout out to the "Bicycle Shed Effect").
Thank you Sir. So there is hope, both in tackling the original problem using the data editor and in people actually reading and thinking before responding (a shout out to the "Bicycle Shed Effect").
Thank you once again.
You do realize you never told us your problem. Read TocoMan's post.
Hi,
using an effect of type ModifyPlayer I can add 100 minerals to a (target) player. Is it possible to add 100 minerals to every active player using an effect?
Thank you for your consideration
@kmkkmk: Go
Yes, once you select that option, there should be a value at the bottom to change. The "100" should be clickable to edit.
And how does this help me adding 100 minerals to player 1, player 2, player 3, ...?
I say probably using a trigger would be easier in this case.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
pick all active players and then add 100 minerals to picked player?
I'd much rather want to find out, whether this is possible with the data editor.
And how? May I remind you of my question? "Using an effect of type ModifyPlayer I can add 100 minerals to a (target) player. Is it possible to add 100 minerals to every active player using an effect?"
@kmkkmk: Go
To be completely honest, it's dumb not to use a trigger. There is no reason not to. Don't try to do something fancy with the data editor and waste time.
I'm not sure if its possible with data, kmkkmk. But like the others said, do this with triggers. You can have a data effect fire off the trigger that does if for you. Like I said, I'm not aware of a way to do this with data. If you wanted to do it with triggers, just use these:
Create a unit. Place one per player on the map. Give the unit a behaviour. Set the behaviour's duration to 0.125 sec. Set the initial effect to modify the source player's resources. Set the final effect to be Suicide.
Again, allot of work for something you can do with two lines of code.
@kmkkmk: Go
Use triggers, or tell us why you want to use data. Because unless you have a REALLY good reason to use data in this situation, triggers are a much better alternative. If this was just for learning purposes, I would recommend specifying that in the question.
Because honestly this question wasted a lot of people's time if it wasn't.
Also, always remember that a lot of data editor problems can be solved by the "invisible unit" solution.
Great to be back and part of the community again!
Thank you Sir. So there is hope, both in tackling the original problem using the data editor and in people actually reading and thinking before responding (a shout out to the "Bicycle Shed Effect").
Thank you once again.
You do realize you never told us your problem. Read TocoMan's post.
Perhaps he wants to make a map without triggers. Does it matter?