To be perfectly honest I could think of a ton of reasons to limit the unit selection.
In this particular case it's a massing game, where 1 unit controls the direction of all the others.
It kind of defeats the purpose to be able to control all of them yourself, also lowering the skill gap in the process for micro intense situations.
Having an issue with the leaderboard...
Doesn't seem to update score quickly enough?
Example - 50 zealots are spawned, player kills them... This should equal a score of 10000.
The problem being it could end up being around 8000.
The other issue is that when a player hits 10000 they should level up. So they still level up, but the leaderboard is incorrect.
I thought this might be an issue with the unit scores in gameplay data, so I edited each unit to have only the score given by the trigger.
Still having the same issue.
As the game progresses they could have scores of 230,000 - Yet be at a level of 500,000.
I'd also like to make it so killing your own units, and allied units don't give points.
I want to have a selection limit on units...
I know it can be accomplished by triggers, and I already have a trigger to do it.
Issue being that if someone uses select all army (f2) there's a delay where it deselects the rest of their units, meaning they have a split second to control and move the rest of them... The amount of time during which it can occur is amplified if there is any lag in the game.
It would be nice is this was an option under Gameplay data... I can't find it there though. Or maybe my current trigger can be improved on.
It's a strange, random problem. I can post the code if Need be however the code doesn't appear to be the problem.
Example: 15 units worth different scores....
Each score is, in fact, correct within the game until.... A lot is happening, 100s of units are dying and being massacred all at once. The leaderboard then appears to show a lesser score than what is actually there. If the game is taken slowly however, everything is correct.
Notes: I am using triggers to call the scores, not variables. Not sure if triggers lack the ability to keep up or not but Variables are not my strong point.
When killing an allied unit the score on my leaderboard increases. Best
way to stop this?
Not sure how to do it Via scoreboard editing. However my preferance
would be making Allied and Self units untargetable.
event
any unit dies
actions
if
killing player != owner of triggering unit
killing player has owner of triggering unit set as enemy = true
then
add a + kill to player score
else
dont count kill
Could someone show me a Variant of the code. I am trying my best to get what you're saying but you guys are a lot more knowledgable than I.
Some of this is confusing me lol. Thanks for all the help and info though! :D
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@ImperialGood: Go
To be perfectly honest I could think of a ton of reasons to limit the unit selection. In this particular case it's a massing game, where 1 unit controls the direction of all the others. It kind of defeats the purpose to be able to control all of them yourself, also lowering the skill gap in the process for micro intense situations.
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@willuwontu: Go
Is that a subtraction? Or on the basis of changing the value I had set to a lower number?
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@ImperialGood: Go
Thanks. That's quite the annoyance. Is there some sort of work around for this?
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@ImperialGood: Go
Interesting. So you think if I remove sorting it could fix that issue?
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Thanks. It's too bad Blizz doesn't add this. Or that we don't have a 3rd party map editor like in Broodwar.
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Having an issue with the leaderboard... Doesn't seem to update score quickly enough? Example - 50 zealots are spawned, player kills them... This should equal a score of 10000. The problem being it could end up being around 8000. The other issue is that when a player hits 10000 they should level up. So they still level up, but the leaderboard is incorrect. I thought this might be an issue with the unit scores in gameplay data, so I edited each unit to have only the score given by the trigger. Still having the same issue. As the game progresses they could have scores of 230,000 - Yet be at a level of 500,000. I'd also like to make it so killing your own units, and allied units don't give points.
0
I want to have a selection limit on units... I know it can be accomplished by triggers, and I already have a trigger to do it. Issue being that if someone uses select all army (f2) there's a delay where it deselects the rest of their units, meaning they have a split second to control and move the rest of them... The amount of time during which it can occur is amplified if there is any lag in the game. It would be nice is this was an option under Gameplay data... I can't find it there though. Or maybe my current trigger can be improved on.
0
It's a strange, random problem. I can post the code if Need be however the code doesn't appear to be the problem.
Example: 15 units worth different scores.... Each score is, in fact, correct within the game until.... A lot is happening, 100s of units are dying and being massacred all at once. The leaderboard then appears to show a lesser score than what is actually there. If the game is taken slowly however, everything is correct.
Notes: I am using triggers to call the scores, not variables. Not sure if triggers lack the ability to keep up or not but Variables are not my strong point.
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Thank you sir. :)
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Actually it works perfectly. Thank you very, very much! :)
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Could someone show me a Variant of the code. I am trying my best to get what you're saying but you guys are a lot more knowledgable than I. Some of this is confusing me lol. Thanks for all the help and info though! :D
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When killing an allied unit the score on my leaderboard increases. Best way to stop this?
Not sure how to do it Via scoreboard editing. However my preferance would be making Allied and Self units untargetable.
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Ok. I probably did it wrong. Here is what I have.
Events:
Timer - Every 0.5 Seconds of Game Time.
Local variables
--Conditions
--Actions
Unit group - Add (Last created unit) to Unit limit.
Issuing the stop creating command.
Events:
Timer - Every 1.0 Seconds of Game Time
Local Variables
Conditions
(Number of living units in Unit Limit(0)) == 10
Actions
Unit - Kill (Last created unit) ................ also tried remove unit but to no avail.
The Variable has an array of 10.
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I will test this in the morning. Thanks! :)
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Every X seconds Create 1 X At location Variable