I want to make it to where, when player 8 loses any unit, all of player 8's units gain x amount of life / armor, and i want to make it to where every time player 8 kills a unit it gets x amount of damage, this has to work on a LARGE scale. The general idea is to have a zombie map where the zombies get stronger based on their kills, and make it harder as it goes along. Thanks in advance for the help, its got me stumped although I'm sure it's simple =p
set picked unit maximum life = (picked unit maximum life + X)
set (upgrade you use for armor for each zombie unit) upgrade level to (((upgrade used for zombie armor) count for (player 8), counting queued or better) + 1 for player 8
-------
you would have to be using upgrades for armor / damage. that is data editor stuff, easy enough, search for a tut im sure there on here. then use the same as above but change when a unit by an active player instead of 8 and change the upgrade instead of armor to atttack to make them stronger when they kill a player. you could do everything from the data editor but if youre insistent on triggering this would be how to do it id say.
i dont see a way to alter unit dmg through the unit property function. hell you could just use the setfieldcatalog thing and itd be even easier.... but yeah, anywho, i dont see you able to change a unit dmg through just 'set unit property'. i seee shields, resources, movement, life, kills, height, and energy. but no dmg. ????
edit; as i dont have a beta key i am a few updates behind everyone usually, so my editor may be lacking.... haha, so ready for release! :)
Untitled Trigger 016
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 8
Actions
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 8 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Set (Picked unit) Maximum Life to (((Picked unit) Life (Current)) + 0.25)
thanks for that part, but yah, dont see damage XD
EDIT: Houston we have a problem! when more zombies spawn, since they weren't picked when the original unit spawned, they dont get the life buff when they spawn! so it resets the life back to normal if they werent around when the trigger happened. :( i guess i wasnt specific enough to mention that part, any ideas on how to make the effects work for ALL spawning zombies in the future?
yeah dmg and armor youre going to have to use the setcatalogfield, or use upgrades. either way is easy enough IMO, though the catalogfield way may be more payoff as it teaches a pretty sweet little tool and will do it all with 1 line of code vs having to make various upgrades/upgrade levels.
or you could make a behvaior that can stack with -1 duration, and under modification set armor bonus +1. then just add behavior to picked unit as many times as armor you want to add or whatnot. various ways to do this-
edit; to change them for future spawns, youd need to do upgrades, or better use set catalog value.
I want to make it to where, when player 8 loses any unit, all of player 8's units gain x amount of life / armor, and i want to make it to where every time player 8 kills a unit it gets x amount of damage, this has to work on a LARGE scale. The general idea is to have a zombie map where the zombies get stronger based on their kills, and make it harder as it goes along. Thanks in advance for the help, its got me stumped although I'm sure it's simple =p
EVENT
unit - any unit dies
CONDITIONS
comparison
value 1: owner of unit
unit: triggering unit
operator ==
value 2: 8
ACTIONS
unit group: units in region matching condition
unit type:any
region: entire map
player: player 8
unit filter: w/e you want to set
count: any amount
-------set picked unit maximum life = (picked unit maximum life + X)
set (upgrade you use for armor for each zombie unit) upgrade level to (((upgrade used for zombie armor) count for (player 8), counting queued or better) + 1 for player 8
-------you would have to be using upgrades for armor / damage. that is data editor stuff, easy enough, search for a tut im sure there on here. then use the same as above but change when a unit by an active player instead of 8 and change the upgrade instead of armor to atttack to make them stronger when they kill a player. you could do everything from the data editor but if youre insistent on triggering this would be how to do it id say.
@RobertMinson: Go
Make a trigger with an event of any unit dies, condition : Owner of triggering unit == 8. Action would be:
Pick each unit in Unit group( Unit in region matching condition: Any unit owned by player 8 in Region: Entire map) and Do
Modify unit property: (Picked unit) life = ((picked unit life) + 10)
Same goes with damage. Hope this help
Edit: It's the same as above post
@progammer: Go
i dont see a way to alter unit dmg through the unit property function. hell you could just use the setfieldcatalog thing and itd be even easier.... but yeah, anywho, i dont see you able to change a unit dmg through just 'set unit property'. i seee shields, resources, movement, life, kills, height, and energy. but no dmg. ????
edit; as i dont have a beta key i am a few updates behind everyone usually, so my editor may be lacking.... haha, so ready for release! :)
haha heres what i did for the hp:
Untitled Trigger 016 Events Unit - Any Unit dies Local Variables Conditions (Owner of (Triggering unit)) == 8 Actions Unit Group - Pick each unit in (Any units in (Entire map) owned by player 8 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions) Actions Unit - Set (Picked unit) Maximum Life to (((Picked unit) Life (Current)) + 0.25)
thanks for that part, but yah, dont see damage XD
EDIT: Houston we have a problem! when more zombies spawn, since they weren't picked when the original unit spawned, they dont get the life buff when they spawn! so it resets the life back to normal if they werent around when the trigger happened. :( i guess i wasnt specific enough to mention that part, any ideas on how to make the effects work for ALL spawning zombies in the future?
yeah dmg and armor youre going to have to use the setcatalogfield, or use upgrades. either way is easy enough IMO, though the catalogfield way may be more payoff as it teaches a pretty sweet little tool and will do it all with 1 line of code vs having to make various upgrades/upgrade levels.
or you could make a behvaior that can stack with -1 duration, and under modification set armor bonus +1. then just add behavior to picked unit as many times as armor you want to add or whatnot. various ways to do this-
edit; to change them for future spawns, youd need to do upgrades, or better use set catalog value.