I currently have a trigger that selects all 'ground' units and issues an order once selected. but what i am running into is i dont want to select a specific unit.
Example: I want to select all Marines and have them attack, but i do NOT want to select Marauder.
they are both 'ground' units so its picking them both up.
I know i have to set probably a condition so it dont pick Marauders but im having problems figuring it out, lol.
Thanks for any feedback.
Edit: What i am using currently
Unit - Order all units in Unit Group to (Ability Command) (Replace Existing Orders)
but i dont want marauders selected in this unit group.
As funky said, you could do a pick each unit action and put an if then underneath it. condition - unit type of (picked unit) = Marine.
Otherwise, the unit group function I use most often is 'units in region matching condition'. That one specifically will allow you to pick a single unit type (change the "any" to a specific value).
Group filters might be able to help with your problems. They are intended as an AI feature and are extremely efficient at filtering and ordering groups. With them you can solve problems such as selecting units only with a certain buff, or below a certain health. They are used extensively in the tactical AI functions for finding targets to cast abilities. Although intended for AI purposes and classed as AI actions in GUI, they can be used anywhere you want to filter groups.
The basic idea is you create a filter object (possibly constant), configure it with the types of filtering you want it to do (this is done in a C object style, so methods to configure it are separate function calls which you pass the filter as an argument), and then apply an input group to it to produce a filtered output group.
It is worth noting that not all filter configuration natives might be exposed by default in GUI. Version 3 may or may not have fixed this.
I currently have a trigger that selects all 'ground' units and issues an order once selected. but what i am running into is i dont want to select a specific unit.
Example: I want to select all Marines and have them attack, but i do NOT want to select Marauder.
they are both 'ground' units so its picking them both up. I know i have to set probably a condition so it dont pick Marauders but im having problems figuring it out, lol.
Thanks for any feedback.
Edit: What i am using currently Unit - Order all units in Unit Group to (Ability Command) (Replace Existing Orders) but i dont want marauders selected in this unit group.
or make a unit group of a unit group. first unit group is only marines of 2nd unitgroup which are ground units.
As funky said, you could do a pick each unit action and put an if then underneath it. condition - unit type of (picked unit) = Marine.
Otherwise, the unit group function I use most often is 'units in region matching condition'. That one specifically will allow you to pick a single unit type (change the "any" to a specific value).
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Thanks guys. that helps a great deal. for some reason i was having one of those.. wtf? moments. HAHA.
Group filters might be able to help with your problems. They are intended as an AI feature and are extremely efficient at filtering and ordering groups. With them you can solve problems such as selecting units only with a certain buff, or below a certain health. They are used extensively in the tactical AI functions for finding targets to cast abilities. Although intended for AI purposes and classed as AI actions in GUI, they can be used anywhere you want to filter groups.
The basic idea is you create a filter object (possibly constant), configure it with the types of filtering you want it to do (this is done in a C object style, so methods to configure it are separate function calls which you pass the filter as an argument), and then apply an input group to it to produce a filtered output group.
It is worth noting that not all filter configuration natives might be exposed by default in GUI. Version 3 may or may not have fixed this.