Nope, it does not seem to function correctly without it being Neutral. Why dont you want it neutral? you can make it invulnerable so it cant be destroyed or probably share vision.
On the blizzard map they dont use regions because the lava is across the entie map. However you say your map only has lava at points. So regions is your only option.
If the lava raises just to a set point and deraises this can still be done easily setting a boolean variable to be true when the lava raises and then when it deraises set it to false. And then the unit enters region trigger can be conditions to check if lava is raised.
If your lava raises and gets higher and higher then you need to add blizzards method into the region triggers aswell. So you would Region the lava areas. and then when killing the units check for their height based on the lavas current height. (and because any region that has no lava is not targetted them units are fine.) When you modify the lava height each time you would set a variable, and then when the unit enters region it first checks if lava is on and then when it kills the units it would check if they are lower than the lava height variable.
The only way i think you can do it then is to region the lava in, and then check if the units are on said lava regions.
Regions are very versatile with shapes, you can always do multiple shapes to make 1 lava zone, if there is high gorund in the middle of them.
Alternatively, if there is less highground then lava ground it may be considerably easier to do unit leaves region <high ground>. Also if the lava moves up and down (as in sometimes its not there) a simple boolean can be added and then condition lavaison == true then run the kill trigger otherwise dont run it
I was looking for you. In the tosh campaign they do:
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Excluded: Ally, Enemy, Air, Missile, Dead, Hidden, Invulnerable, with at most Any Amount) and do (Actions)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Ground height at (Position of (Picked unit))) <= 8.5
Then
Unit - Add 1 Lava Damage to (Picked unit) from player P03_LAVA (this being the behaviour)
Else
I would Regions under all the lava/water and do a trigger.
make a behaviour that does like -life as a % periodically
trigger 1
event
Unit enter region
condition
region = water region
unit type of unit is = to (so u can only affect specific units)
action
apply behaviour to triggering unit
trigger 2
event
unit leaves region
action
remove behaviour
TRIGGER 1.
EVENT
map initialisation or whatever you want it to be
ACTION
Timer - start <timer> as a [one shot] time that will expire [20] [real time] seconds.
Timer - create a timer window <timer> with the title [oh knoews] using [remaining] time (initially visible).
Trigger 2
EVENT
[Last Started Timer] expires
ACTION
Hide [Last created timer window] for All Players
Optionally you could also add a timer window variable and set that after u make it and then when u want to destroy it, just hide it instead of last created window
0
@Suterusu1337: Go
(Number of Living units in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) < 100
Above has said it in a much easier way, but it will look like this once u have done it
0
@Percius: Go
Nope, it does not seem to function correctly without it being Neutral. Why dont you want it neutral? you can make it invulnerable so it cant be destroyed or probably share vision.
0
tools > brush > allow cliff merging
0
i found this to be very helpful in understanding functions and actually let me implement some in my map ! :D thanks
0
have you set it to publish to Private? this could be it?
0
@Fuglypump: Go
Have you tried "set dialog item image" instead of just displaying the picture?
0
On the blizzard map they dont use regions because the lava is across the entie map. However you say your map only has lava at points. So regions is your only option.
If the lava raises just to a set point and deraises this can still be done easily setting a boolean variable to be true when the lava raises and then when it deraises set it to false. And then the unit enters region trigger can be conditions to check if lava is raised.
If your lava raises and gets higher and higher then you need to add blizzards method into the region triggers aswell. So you would Region the lava areas. and then when killing the units check for their height based on the lavas current height. (and because any region that has no lava is not targetted them units are fine.) When you modify the lava height each time you would set a variable, and then when the unit enters region it first checks if lava is on and then when it kills the units it would check if they are lower than the lava height variable.
0
The only way i think you can do it then is to region the lava in, and then check if the units are on said lava regions.
Regions are very versatile with shapes, you can always do multiple shapes to make 1 lava zone, if there is high gorund in the middle of them.
Alternatively, if there is less highground then lava ground it may be considerably easier to do unit leaves region <high ground>. Also if the lava moves up and down (as in sometimes its not there) a simple boolean can be added and then condition lavaison == true then run the kill trigger otherwise dont run it
0
@pehape:
I was looking for you. In the tosh campaign they do:
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Excluded: Ally, Enemy, Air, Missile, Dead, Hidden, Invulnerable, with at most Any Amount) and do (Actions)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Ground height at (Position of (Picked unit))) <= 8.5
Then
Unit - Add 1 Lava Damage to (Picked unit) from player P03_LAVA (this being the behaviour)
Else
0
@pehape:
I would Regions under all the lava/water and do a trigger.
make a behaviour that does like -life as a % periodically
trigger 1
event
Unit enter region
condition
region = water region
unit type of unit is = to (so u can only affect specific units)
action
apply behaviour to triggering unit
trigger 2
event
unit leaves region
action
remove behaviour
0
@Wakeman:
As said above, yes you would destroy the timer window. not just hide it.
0
@gorang:
try modulo. Square root is in there. how u would trigger it i dunno. I am trying within bounds?
0
Ah yes you would destroy it, i just copied a trigger from my map and i actually reuse it as soon as it ends.
0
Have you enabled cliff merging. I noticed it after i enabled cliff merging on mine. However i dont know for sure if this is whats causing it.
0
Hi there.
First make a variable:
timer <timer>
TRIGGER 1.
EVENT
map initialisation or whatever you want it to be
ACTION
Timer - start <timer> as a [one shot] time that will expire [20] [real time] seconds.
Timer - create a timer window <timer> with the title [oh knoews] using [remaining] time (initially visible).
Trigger 2
EVENT
[Last Started Timer] expires
ACTION
Hide [Last created timer window] for All Players
Optionally you could also add a timer window variable and set that after u make it and then when u want to destroy it, just hide it instead of last created window