In the actor for the ATTACHED model, with both Show Field Type Names and Combine Structure Values checked, go to Hosting - Host + and change Subject to either _Unit or _Selectable, found under Alias. Some other values might work but I don't bother with them.
Well, I do believe you can increase the map size under Map > Map Bounds. Then check Modify Map Bounds and away you go. I haven't tested if you can start with a tiny map and turn it into a big map yet, but that might work for you.
Well writing certain elements in pure Galaxy code can simplify the implementation for the really complicated portions of your map. Of course, in SC2, with the more enhanced abilities of the data editor, complicated triggers are not as necessary. In WC3, some things were almost impossible to do without actually delving into JASS2, but even in SC2, for coders it's often easier (and definitely faster) to just write systems in code instead of mucking through a GUI system.
So far, I don't feel the need to recommend learning Galaxy to make triggers in SC2. If you're comfortable with the GUI and uncomfortable with coding, stick to the GUI. It's more powerful than in WC3, with the ability to define custom functions and any amount of local and global variables, and your own structs and whatnot...
Well the most important thing to do is edit each individual weapon and remove the Linked Cooldown flag from the Weapon Options. Other than that, I'd make sure only your shortest range weapon has Can Initiate Attack, and you also may need to mess with Only Fire While Attacking and Only Fire At Attack Target, depending on your configuration.
0
In the actor for the ATTACHED model, with both Show Field Type Names and Combine Structure Values checked, go to Hosting - Host + and change Subject to either _Unit or _Selectable, found under Alias. Some other values might work but I don't bother with them.
0
Well, I do believe you can increase the map size under Map > Map Bounds. Then check Modify Map Bounds and away you go. I haven't tested if you can start with a tiny map and turn it into a big map yet, but that might work for you.
0
Yeah when I'm using the GUI I just put it in raw data mode anyway, haha.
0
Well writing certain elements in pure Galaxy code can simplify the implementation for the really complicated portions of your map. Of course, in SC2, with the more enhanced abilities of the data editor, complicated triggers are not as necessary. In WC3, some things were almost impossible to do without actually delving into JASS2, but even in SC2, for coders it's often easier (and definitely faster) to just write systems in code instead of mucking through a GUI system.
So far, I don't feel the need to recommend learning Galaxy to make triggers in SC2. If you're comfortable with the GUI and uncomfortable with coding, stick to the GUI. It's more powerful than in WC3, with the ability to define custom functions and any amount of local and global variables, and your own structs and whatnot...
0
Well the most important thing to do is edit each individual weapon and remove the Linked Cooldown flag from the Weapon Options. Other than that, I'd make sure only your shortest range weapon has Can Initiate Attack, and you also may need to mess with Only Fire While Attacking and Only Fire At Attack Target, depending on your configuration.