On our map, the kill resource is what gives the enemy team vespene gas. But when a player blocks his own units and the timed life kills the unit... the player gets the vespene gas and not the enemy! I want it so nobody gets any benefit from blocking units.
I'm not good with triggers and I'm sure this would probably be a 10 second fix for someone! I can't see any way in the Data editor to disable this. It uses the normal "Timed Life Fate" effect.
The action is modify player property. The value after subtract is "convert real to integer">"unit type property">"unit type of unit">"triggering unit" and the property is bounty (minerals). Looking back at your post, it should probably be changed to vespene. I'm not sure if your thing gives them bounty if they kill their own units, if so this trigger could end up taking away their resources if they kill their own units but don't get a bounty for it.
Another option is creating a dummy unit of the same type with no bounty and swapping them out when the timed life is over and killing the dummy unit.
Another (but more risky) solution is to change the bounty of the unit through catalogs and keep the value stored within the local trigger, wait for the timed life, make the bounty 0, and then after like .0001 second make it's bounty the stored bounty again.
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I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
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On our map, the kill resource is what gives the enemy team vespene gas. But when a player blocks his own units and the timed life kills the unit... the player gets the vespene gas and not the enemy! I want it so nobody gets any benefit from blocking units.
I'm not good with triggers and I'm sure this would probably be a 10 second fix for someone! I can't see any way in the Data editor to disable this. It uses the normal "Timed Life Fate" effect.
Thanks Marc
Anyone? or is there a way in Data editor to change this?
I don't want a unit to give its "Kill Resource" to the player when it dies of timed life.
This is a stab in the dark, but it may work. Try it out.
The action is modify player property. The value after subtract is "convert real to integer">"unit type property">"unit type of unit">"triggering unit" and the property is bounty (minerals). Looking back at your post, it should probably be changed to vespene. I'm not sure if your thing gives them bounty if they kill their own units, if so this trigger could end up taking away their resources if they kill their own units but don't get a bounty for it.
@MaskedImposter: Go
Another option is creating a dummy unit of the same type with no bounty and swapping them out when the timed life is over and killing the dummy unit.
Another (but more risky) solution is to change the bounty of the unit through catalogs and keep the value stored within the local trigger, wait for the timed life, make the bounty 0, and then after like .0001 second make it's bounty the stored bounty again.