Haven't tried it but try editing the doodad actor's events and adding "Actor Creation - Set Minimap Visibility 1"
Aside from that making the doodad into a regular unit would work, or you could make a minimap icon for a trees which is just a small green square and set the doodad actor's Minimap Icon field.
The values are under Gameplay Data (Default SC2 Gameplay Settings), specifically "Acquire Leash Radius"
As for the latter it's easy enough to make a behavior that will cause a unit to rapidly regenerate and then add a validator to disable the behavior if the unit is out of combat. The amount of time required for a unit to go out of combat is also under Gameplay Data (default is 3 seconds.) I believe a unit is put in combat any time it attacks or takes damage.
Heh I just made this post in response to a similar question on another forum, good timing.
You can store custom values on a unit but only of type real. So for a robust system what you basically need to do is to have an array of unit groups and then use a custom value as an index into that array. Then you also need a set of support functions to find an empty slot in the table for a new unit group as well as perform garbage collection. If you know certain limitations in advance, such as that you'll only ever have x unit groups per player, you can simplify quite a bit.
Thanks for the reply. I'll take a look for that model.
Also let me try to explain my question a little better. I have a marine with an ability that works exactly like the attack ability but costs energy. Unfortunately it also works like a regular ability in that I can't hit the hotkey, click somewhere on the map, and expect the unit to cast that ability on any unit it sees.
The attack ability that most units have lets you hit A, the hotkey for it, click somewhere, and the unit will attack any enemy units they run into. I'm trying to make this ability work that way too, but can't really find out how. The closest I've gotten to it is autocasting. Does that help?
Could you just turn the ability into a weapon? The behavior you're talking about is unfortunately hardcoded into the attack/weapon system, so you will probably have to find some complicated workaround otherwise.
I arrived at the same solution as zeldarules28. The basic problem is that it's not possible via triggers to issue a compound order (that is, one in which there are multiple targeting phases.) The "drop item" order has two such phases: selecting the item, and selecting the drop point.
As far as I know nobody has found a solution to issuing compound orders like that so duplicating the item is the only known solution.
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Haven't tried it but try editing the doodad actor's events and adding "Actor Creation - Set Minimap Visibility 1"
Aside from that making the doodad into a regular unit would work, or you could make a minimap icon for a trees which is just a small green square and set the doodad actor's Minimap Icon field.
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The values are under Gameplay Data (Default SC2 Gameplay Settings), specifically "Acquire Leash Radius"
As for the latter it's easy enough to make a behavior that will cause a unit to rapidly regenerate and then add a validator to disable the behavior if the unit is out of combat. The amount of time required for a unit to go out of combat is also under Gameplay Data (default is 3 seconds.) I believe a unit is put in combat any time it attacks or takes damage.
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It's part of the model. You cannot remove it without editing the model.
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Just placing a text entry would not do anything as it would not be referenced anywhere. You can set custom error text for a validator, though.
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Not currently possible.
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You need a separate attack actor for each projectile or beam you want to fire.
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"Player ID" and "Player" are the same thing. There is no "Player" data type; any time a player is referenced, it is referenced via the player number.
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http://rileystarcraft.blogspot.com/2010/05/tutorial-how-to-publish-melee-map.html
Whether the map is flagged as "melee" or "custom" by the editor has absolutely nothing to do with what shows up as the game type in the lobby.
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In actor events send a Animation Baseline Stop message.
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You cannot add new attributes. You can change the names of existing ones in the Text editor, though.
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@Septhie: Go
Yes but it requires triggers as the "location arc" validator does not take into account unit facing.
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Heh I just made this post in response to a similar question on another forum, good timing.
You can store custom values on a unit but only of type real. So for a robust system what you basically need to do is to have an array of unit groups and then use a custom value as an index into that array. Then you also need a set of support functions to find an empty slot in the table for a new unit group as well as perform garbage collection. If you know certain limitations in advance, such as that you'll only ever have x unit groups per player, you can simplify quite a bit.
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Sounds like your attack actor is not referencing the correct missile actor in the "Missile" field.
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Could you just turn the ability into a weapon? The behavior you're talking about is unfortunately hardcoded into the attack/weapon system, so you will probably have to find some complicated workaround otherwise.
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I arrived at the same solution as zeldarules28. The basic problem is that it's not possible via triggers to issue a compound order (that is, one in which there are multiple targeting phases.) The "drop item" order has two such phases: selecting the item, and selecting the drop point.
As far as I know nobody has found a solution to issuing compound orders like that so duplicating the item is the only known solution.