I'm trying to make a water-based map and I found a method that would work best for my map but I am confused at how it is done.
Make a unit group and add all of your naval units to it.
Create a trigger that goes off whenever a naval unit moves.
In that trigger, check the World Height (the height of the actual walkable terrain) against the height of the water. If the terrain at the place they're trying to move is higher than the water, don't let them move there.
So I have a unit group and I made a trigger that has the event "Unit - Any Unit uses Move at Generic1 - Any stage (Ignore shared abilities)"
The conditions of the trigger are that the target point is higher than the water's height and the action is to replace orders with stop.
But it is returning an error. I don't know if I have made a mistake along the way.
I didn't want to necro the very old naval unit threads, some people knew what they were talking about but I don't understand triggers very well so they didn't help me.
Different hotkeyed abilities? setting the requirements and having the hotkey correspond to the right archon would be the way I do it.
That way if 2+ HT are selected the blue merge active, 2+ DT red merge active, 1+HT & 1+DT green merge active. You would need at least 2 hotkeys but you can have blue and red share the same key.
At the very least put the merge for green archons in a different (but the same between the two templars) command card slot.
I think I know where you're going with the buff stacks and the Catalyst map uses triggers to count them and perform like I would want but I don't understand triggers very well (kinda avoiding them cause it seems difficult). The data menu connects one thing to another and I can follow that along until I make sense of it but triggers seems crazy.
I know how to get random targets but equipping two of the same item does nothing right now (not even increased damage).
I recently learned how to make weapons like the colossus weapon (followed along and fixed errors based on the original). And I can have two weapons of different types firing at the same time.
But I want to make a unit use two Thermal Lance weapons or two Punisher Grenade weapons at the same time. Preferably with a random target (if equal priority) or with a slight offset from each other so that the player can see both attacks activating. My weapons are linked to items and the hero units have an inventory to hold these items
(I had posted this on SC2 forums but I saw some tumbleweeds going through there.)
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I'm trying to make a water-based map and I found a method that would work best for my map but I am confused at how it is done.
Make a unit group and add all of your naval units to it. Create a trigger that goes off whenever a naval unit moves. In that trigger, check the World Height (the height of the actual walkable terrain) against the height of the water. If the terrain at the place they're trying to move is higher than the water, don't let them move there.
So I have a unit group and I made a trigger that has the event "Unit - Any Unit uses Move at Generic1 - Any stage (Ignore shared abilities)" The conditions of the trigger are that the target point is higher than the water's height and the action is to replace orders with stop. But it is returning an error. I don't know if I have made a mistake along the way.
I didn't want to necro the very old naval unit threads, some people knew what they were talking about but I don't understand triggers very well so they didn't help me.
0
@apoclaydon: Go
Different hotkeyed abilities? setting the requirements and having the hotkey correspond to the right archon would be the way I do it. That way if 2+ HT are selected the blue merge active, 2+ DT red merge active, 1+HT & 1+DT green merge active. You would need at least 2 hotkeys but you can have blue and red share the same key.
At the very least put the merge for green archons in a different (but the same between the two templars) command card slot.
0
@DrSuperEvil: Go
I think I know where you're going with the buff stacks and the Catalyst map uses triggers to count them and perform like I would want but I don't understand triggers very well (kinda avoiding them cause it seems difficult). The data menu connects one thing to another and I can follow that along until I make sense of it but triggers seems crazy.
I know how to get random targets but equipping two of the same item does nothing right now (not even increased damage).
0
I recently learned how to make weapons like the colossus weapon (followed along and fixed errors based on the original). And I can have two weapons of different types firing at the same time.
But I want to make a unit use two Thermal Lance weapons or two Punisher Grenade weapons at the same time. Preferably with a random target (if equal priority) or with a slight offset from each other so that the player can see both attacks activating. My weapons are linked to items and the hero units have an inventory to hold these items
(I had posted this on SC2 forums but I saw some tumbleweeds going through there.)