Events
Unit - Any Unit dies
Local Variables
Conditions
((Killing unit) is in Region) == true
Actions
Player - Modify player (Killing player) Minerals: Add 1000
Didn't test it, but I think you are looking for that.
Yeah, I don't know why that happens, maybe it's due to having 2627 units and 728 doodads, as well as a 256x256 map with foliage... If I knew for sure that was the problem I would just remove some stuff. Perhaps people who crash could compare specs to those who don't and I'll at least be certain it's a performance issue.
Foliage can be quite demanding, aswell as too many doodads.
0
Very likely, yes.
0
Gates are doodads that do not block LOS.
Afaik you have to change their footprint -> layer rows to block LOS (or something like that).
0
Events
Unit - Any Unit dies
Local Variables
Conditions
((Killing unit) is in Region) == true
Actions
Player - Modify player (Killing player) Minerals: Add 1000
Didn't test it, but I think you are looking for that.
0
You are right :>
Good thing I don't need my "unit" to be moving :)
0
@James7285: Go
Conditions
Your Variable >= 1000
Actions
Game - End game in Victory for player (Triggering player) (Show dialogs, Show score screen)
Something like that?
0
Use pathing tool + LOS blocking doodad?
0
Ok, found out, add footprint of a LOS blocking doodad. Didn't figure out how to manually set footprint to block LOS yet :>
0
I am looking for something similar, on how to make a unit block LoS
http://forums.sc2mapster.com/development/map-development/10060-modify-unit-so-it-blocks-los/
Having something that blocks LoS + pathing would solve your problem too ^^
0
I want to know how I can make a unit block the line of sight, like walls do or the trees in WC3.
Searching in the editor, but didn't get lucky so far :/
Maybe some of you already know? Thanks in advance for helpful posts!
0
Nice job there :)
0
@TremplerKing: Go Let me guess, you assigned startpoints to player numbers.
Problem is, player numbers get assigned in the lobby. So if your friend enters as second, he is player 2, no matter where you put him afterwards.
Either you fix that in the triggers or create/join the map as a team.
0
Foliage can be quite demanding, aswell as too many doodads.
You better use few, but well placed.
0
@trigger863: Go
just publish it public and get some people to play it with you. Then you can get some feedback ;)
0
hmm, could you make minerals block sight too?
So you can build more mazes into and have more mining capacity for humans.
I don't think you need alot of scripts. Triggers for when who wins, transforming human into vampire.
Almost all other things can be done in the data editor I think.
Also, I think the hybrid reaver makes would be a nice model for the "vampire". (enable campaign dependency)
0
@zenx1: Go
I like it, but the after image effect really disturbs if you want to present something.