You can execute a trigger through the run trigger action.
If you want triggering unit and similar functions to still work than you should transfer the script to a function and add the unit as a parameter (or whichever parameters you still want to work) and then call that function in that trigger. This function could also be run in another trigger.
Thank you for your insightful comment. Unless you have any other wisdom to bestow us regular map makers then please leave this thread.
According to your post you cannot state that anything makes a difference on the quality of the map. You seem to have responded as if the on-topic had claimed some sort of recepy for perfection while it simply states that there are certain things that improves the overall quality of a map. Which is true for everybody except the non existent player base that prefers shallow, bug ridden and overly complex maps.
They didn't change the splash attack at all to compensate for the fact that it now will used against buildings too. The area of effect part has the add to unit radius flag toggled so it's splash damage area becomes the entire area around the target plus two. With large buildings such as planetary fortress that becomes an very large are of effect.
4. There will be only 1 geyser. So you’ll have to add a second geyser (just replacing the geyser with a rich geyser won’t work because it only increase the gas per trip by 2 making each trip worth 6 not 8).
A fully saturated geyser in Starcraft costs 250 minerals compared to two fully saturated geysers in Starcraft 2 which costs 450 minerals. So even if the rich geysers returned 8 per trip the investment that would be required to get it up an running would not at all be the same as what it is in a regular Starcraft 2 map. After having converted a legacy map to Starcraft 2 you should always make it so that there is two geysers at each base.
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You can execute a trigger through the run trigger action.
If you want triggering unit and similar functions to still work than you should transfer the script to a function and add the unit as a parameter (or whichever parameters you still want to work) and then call that function in that trigger. This function could also be run in another trigger.
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@BumpInTheNight: Go
Aren't those attachments called bankers? You can't send any values to them either.
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The Send Actor Message Set Rotation action should do what you are looking for. It cannot change a units roll however.
Here is a link: http://forums.sc2mapster.com/development/map-development/902-rotating-units-around-x-or-y-axis/ There is a map posted in that thread which has that kind of function in it so you don't have to work with trigonometry.
Moved to Triggers.
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@EternalWraith: Go
I am also curious over why this wouldn't be enough.
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@SouLCarveRR: Go
Thank you for your insightful comment. Unless you have any other wisdom to bestow us regular map makers then please leave this thread.
According to your post you cannot state that anything makes a difference on the quality of the map. You seem to have responded as if the on-topic had claimed some sort of recepy for perfection while it simply states that there are certain things that improves the overall quality of a map. Which is true for everybody except the non existent player base that prefers shallow, bug ridden and overly complex maps.
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@s3rius: Go
They didn't change the splash attack at all to compensate for the fact that it now will used against buildings too. The area of effect part has the add to unit radius flag toggled so it's splash damage area becomes the entire area around the target plus two. With large buildings such as planetary fortress that becomes an very large are of effect.
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Moved to Triggers.
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Moved to Triggers.
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@FraindorX: Go
Have you tried the search function?
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I never have to do it unless I want to publish.
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Moved to Triggers.
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Does that event return both a triggering ability target point and triggering ability target unit? Have you checked?
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They are a part of the model. When creating a turret you simply give which bone on the model that should rotate. So you would need to edit the models.
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A fully saturated geyser in Starcraft costs 250 minerals compared to two fully saturated geysers in Starcraft 2 which costs 450 minerals. So even if the rich geysers returned 8 per trip the investment that would be required to get it up an running would not at all be the same as what it is in a regular Starcraft 2 map. After having converted a legacy map to Starcraft 2 you should always make it so that there is two geysers at each base.
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Moved to Requests subforum of Artists Tavern.