How simple is it to want a simple command like these? Starcraft 1 had them that easy. I made up a Dialbo game on starcraft 1. But I can't find the basics anymore. For instance, how the hell do I do these?
Issue orders, (Any Unit, In Region 1) to attack region 2.
And
Issue orders, (Any Unit, Owned by player 1), to attack, region 2.
And
If Player 1 number of units = 0, Create units for player 1 at region 1.
And
If player 1 number of units in region 1 < player 2 number of units in region 1, then set switch 1 to on.
And
If any unit owned by player 1 dies, then toggle switch 1.
And
If any unit in region 1 dies, set counter 1 to -1
And
Kill all units in entire map.
How logical are they to read? How easy are they to understand? Yet I've spent about 48 hours trying to work out stupid ways of setting up a mass of triggers and crap just to do something as simple as these.
I believe these will help out so many other people since they triggers that are very generalized and knowing them will make everything else easier.
Makes me want to facepalm actually. Sure doing this kind of actions were quite simple in starcraft 1, except you could do only those.
As a kid, while I was doing maps on starcraft1, I'd have given a leg to have half of what the galaxy editor does today ^^ Sure it's not user-friendly, but think of the possibilites man.
I know Galaxy is sometime frustrating but imo its kinda rude to complain while asking for help
Well anyway, to do group every units in player 1, you must use "pick every unit in unit group" and choose a group that get all units owned by player 1.
Then you can order "picked units" to attack specified region.
Triggers in SC2 are quite a bit more complicated, but that's a good thing because you can do more with them.
For the first two things you listed, try the trigger action "Pick each unit in unit group". Then set the region to whatever you want, and under it create one that says "Issue order to picked unit".
In trigger conditions, you can use "Units in region matching condition" and then change the settings around to get what you want for the "If" statements. Or you can make an "If - Then - Else" within the trigger actions.
For something like "Switch 1" you'd have to create a variable, of type binary, and use "set variable" to assign it either true or false. You can also have a bunch of different types of variables, too.
If you have any specific things you don't know how to do, just ask, we're glad to help.
Once you get the hang of it, what you asked actually is very simple. Hope this is enough to get you started to figure out how the trigger editor works.
(When you find the Data Editor, we'll be here... :-)
Issue orders, (Any Unit, In Region 1) to attack region 2.
That has just given me a world of possibilities. And it will speed up my map 10 fold.
Thank you so much.
I have no qualms about the power of the map editor. I LOVE that. I just wished they would have made some of the common basics easier to work out.
I totally agree that once you get the hang of it, it's incredibly simple. The issue is getting the hang of it in the first place. Trying to work it out for myself ended up with 4 separate trigger events and a bunch of backward settings just to do something I saw as simple.
I'll be giving you credit in the map. Thanks heaps!
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How simple is it to want a simple command like these? Starcraft 1 had them that easy. I made up a Dialbo game on starcraft 1. But I can't find the basics anymore. For instance, how the hell do I do these?
Issue orders, (Any Unit, In Region 1) to attack region 2.
And
Issue orders, (Any Unit, Owned by player 1), to attack, region 2.
And
If Player 1 number of units = 0, Create units for player 1 at region 1.
And
If player 1 number of units in region 1 < player 2 number of units in region 1, then set switch 1 to on.
And
If any unit owned by player 1 dies, then toggle switch 1.
And
If any unit in region 1 dies, set counter 1 to -1
And
Kill all units in entire map.
How logical are they to read? How easy are they to understand? Yet I've spent about 48 hours trying to work out stupid ways of setting up a mass of triggers and crap just to do something as simple as these.
I believe these will help out so many other people since they triggers that are very generalized and knowing them will make everything else easier.
Thanks heaps for your time.
Steve
Triggers in SC2 are quite a bit more complicated, but that's a good thing because you can do more with them.
For the first two things you listed, try the trigger action "Pick each unit in unit group". Then set the region to whatever you want, and under it create one that says "Issue order to picked unit".
In trigger conditions, you can use "Units in region matching condition" and then change the settings around to get what you want for the "If" statements. Or you can make an "If - Then - Else" within the trigger actions.
For something like "Switch 1" you'd have to create a variable, of type binary, and use "set variable" to assign it either true or false. You can also have a bunch of different types of variables, too.
If you have any specific things you don't know how to do, just ask, we're glad to help.
Once you get the hang of it, what you asked actually is very simple. Hope this is enough to get you started to figure out how the trigger editor works.
(When you find the Data Editor, we'll be here... :-)
Issue orders, (Any Unit, In Region 1) to attack region 2.
Issue orders, (Any Unit, Owned by player 1), to attack, region 2.
If Player 1 number of units = 0, Create units for player 1 at region 1.
If player 1 number of units in region 1 < player 2 number of units in region 1, then set switch 1 to on.
If any unit owned by player 1 dies, then toggle switch 1.
If any unit in region 1 dies, set counter 1 to -1
Kill all units in entire map.
That has just given me a world of possibilities. And it will speed up my map 10 fold.
Thank you so much.
I have no qualms about the power of the map editor. I LOVE that. I just wished they would have made some of the common basics easier to work out.
I totally agree that once you get the hang of it, it's incredibly simple. The issue is getting the hang of it in the first place. Trying to work it out for myself ended up with 4 separate trigger events and a bunch of backward settings just to do something I saw as simple.
I'll be giving you credit in the map. Thanks heaps!