Nope cant find anything. Here is the AnyUnitInRegion condition def.
AnyUnitInRegion
Options: Condition
Return Type: Boolean
Parameters
Player = 0 <Integer>
Region = No Region <Region>
Grammar Text: AnyUnitInRegion(Player, Region)
Hint Text: (None)
Custom Script Code
Local Variables
Units = (Empty unit group) <Unit Group>
Actions
Variable - Set Units = (Any units in Region owned by player Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in Units) > 0
Then
General - Return True
Else
General - Return False
Spawn Bonus Minerals Fast
Events
Timer - Every Mineral Spawn Rate Fast seconds of Game Time
Local Variables
index = 0 <Integer>
team = 0 <Integer>
Conditions
Actions
Variable - Modify NMinerals: + 1
Text Tag - Hide TextTag for (All players)
Text Tag - Destroy TextTag
General - For each integer index from 1 to NPlayers with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
AnyUnitInRegion(index, Bonus Minerals)
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
isTeam == True
Then
Variable - Set team = (GetTeam(index))
Player - Modify player Teams[team][1] Minerals: Add NMinerals
Player - Modify player Teams[team][2] Minerals: Add NMinerals
Else
Player - Modify player index Minerals: Add NMinerals
Text Tag - Create a text tag with the text (Combine (("Player " + (Text(index))))) for (All players), using a font size of 24, at (Center of Bonus Minerals) and height offset 1.0, initially Visible, and fog of war enforcement set to False
Variable - Set TextTag = (Last created text tag)
Variable - Set NMinerals = 0
Else
Text Tag - Create a text tag with the text (Combine (("Minerals" + (Text(NMinerals))))) for (All players), using a font size of 24, at (Center of Bonus Minerals) and height offset 1.0, initially Visible, and fog of war enforcement set to False
Variable - Set TextTag = (Last created text tag)
Is there anyway I can set a catalog value variable? I have this
Catalog - Set value of Unit,AutoTurret,LifeMax for player (Triggering player) to (String(0.0) with Any Precision decimal places)
but cant I do this?
Catalog - Set value of Unit,Units[index],LifeMax for player (Triggering player) to (String(0.0) with Any Precision decimal places)
I need to do it in a loop.
Any ideas?
So I have hero upgrades and there are over 140 effects on all the upgrades. Is there an easier way to do it? For example, currently the health increases exponentially but I want it to increase linearly. It would take hours to change all the effects, look up all units base healths and such. Is there any way you can do something like this? <EffectArray Operation="Add" Reference="Unit,Medic,LifeStart[0]" Value=".1 * Medic.LifeConst"/> Or even a way not to have 140 effects? Btw I am forced to use xml do to the bug of deleting my effects if there are above 132... All replies are appreciated.
I'm having problems getting creep tumors to burrow, People just walk up to my creep tumors and blow them up with no obs or scan or anything. all the creep tumor and queen stuff is left a lone. I have added the wol campaign, wol multi and hots multi dependencies.( if that has anything to do with it( Although I cant change it ) ) Any ideas?
Is there anyway to get the current range? because an upgrade can change it. I also need a way to check if a unit is air.( I know there is a way to do this I just cant find it )
I am currently trying to make ai units micro. Currently im woking on a condtion defenition to determine wither or not it can kyte. But, the problem is there is no way to get the range of a unit. I cannont just do this in the data editor as I want only cpus to do this and different difficulties micro differently. Any ideas?
Why wont spider mines burrow on my vulture? They sometimes work and sometimes are delayed by up to 3 minutes. Is this a bug? The only thing I did was add a build mine ability to vultures.
0
Fixed it I was creating the text tag in the loop XD.
0
Nope cant find anything. Here is the AnyUnitInRegion condition def.
AnyUnitInRegion
Options: Condition
Return Type: Boolean
Parameters
Player = 0 <Integer>
Region = No Region <Region>
Grammar Text: AnyUnitInRegion(Player, Region)
Hint Text: (None)
Custom Script Code
Local Variables
Units = (Empty unit group) <Unit Group>
Actions
Variable - Set Units = (Any units in Region owned by player Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in Units) > 0
Then
General - Return True
Else
General - Return False
0
Might have found something.
0
This is what I have.
What is wrong?
Spawn Bonus Minerals Fast
Events
Timer - Every Mineral Spawn Rate Fast seconds of Game Time
Local Variables
index = 0 <Integer>
team = 0 <Integer>
Conditions
Actions
Variable - Modify NMinerals: + 1
Text Tag - Hide TextTag for (All players)
Text Tag - Destroy TextTag
General - For each integer index from 1 to NPlayers with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
AnyUnitInRegion(index, Bonus Minerals)
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
isTeam == True
Then
Variable - Set team = (GetTeam(index))
Player - Modify player Teams[team][1] Minerals: Add NMinerals
Player - Modify player Teams[team][2] Minerals: Add NMinerals
Else
Player - Modify player index Minerals: Add NMinerals
Text Tag - Create a text tag with the text (Combine (("Player " + (Text(index))))) for (All players), using a font size of 24, at (Center of Bonus Minerals) and height offset 1.0, initially Visible, and fog of war enforcement set to False
Variable - Set TextTag = (Last created text tag)
Variable - Set NMinerals = 0
Else
Text Tag - Create a text tag with the text (Combine (("Minerals" + (Text(NMinerals))))) for (All players), using a font size of 24, at (Center of Bonus Minerals) and height offset 1.0, initially Visible, and fog of war enforcement set to False
Variable - Set TextTag = (Last created text tag)
0
Are there anyway to use pointers or references in the editor? I know it can be avoided in most cases but they would help a lot.
0
Ahhh smart.
0
Is there any way to get the base( const or starting ) health/damage from a unit instead of current?
0
It is type unit, but if you go under object there are no functions or variables just references to units.
0
Is there anyway I can set a catalog value variable? I have this Catalog - Set value of Unit,AutoTurret,LifeMax for player (Triggering player) to (String(0.0) with Any Precision decimal places) but cant I do this? Catalog - Set value of Unit,Units[index],LifeMax for player (Triggering player) to (String(0.0) with Any Precision decimal places) I need to do it in a loop. Any ideas?
0
So I have hero upgrades and there are over 140 effects on all the upgrades. Is there an easier way to do it? For example, currently the health increases exponentially but I want it to increase linearly. It would take hours to change all the effects, look up all units base healths and such. Is there any way you can do something like this? <EffectArray Operation="Add" Reference="Unit,Medic,LifeStart[0]" Value=".1 * Medic.LifeConst"/> Or even a way not to have 140 effects? Btw I am forced to use xml do to the bug of deleting my effects if there are above 132... All replies are appreciated.
0
I'm having problems getting creep tumors to burrow, People just walk up to my creep tumors and blow them up with no obs or scan or anything. all the creep tumor and queen stuff is left a lone. I have added the wol campaign, wol multi and hots multi dependencies.( if that has anything to do with it( Although I cant change it ) ) Any ideas?
0
Is there anyway to get the current range? because an upgrade can change it. I also need a way to check if a unit is air.( I know there is a way to do this I just cant find it )
0
I am currently trying to make ai units micro. Currently im woking on a condtion defenition to determine wither or not it can kyte. But, the problem is there is no way to get the range of a unit. I cannont just do this in the data editor as I want only cpus to do this and different difficulties micro differently. Any ideas?
0
My bad lol they costed 25 minerals.
0
Why wont spider mines burrow on my vulture? They sometimes work and sometimes are delayed by up to 3 minutes. Is this a bug? The only thing I did was add a build mine ability to vultures.