I haven't got to this stage of my map, but i also would be interested in a way to override attack move behavior.
Right now, units just attack the closest, but I would love to have some kind of target awareness. For example;
2 Marines and 1 Marauder are fighting 2 marines and a tank. Both are attack moving towards each other. marines out front, tank and marauder behind their respective marines. Right now, all 3 units on both sides attack the marines. I would like the tank to start attacking the marauder the second it gets into range, as an example, and of course the marauder would attack the tank back, as their weapons are more useful against armored.
If this is not what you had in mind OP, disregard my post :)
I need, well, ide like to be able to order a unit via command card locations instead of by a named ability, is this possible? This could save me a ton of coding :)
Alright, I have my Ghost autocasting EMP, with some validators to check for shields or energy levels of a certain value. Now, the problem of course, is because EMP is a missile attack, a squad of 6 ghosts, attack moving towards a viable target, will almost always all fire one shot at the target. Has anyone worked around this behavior? Ive tried looking into a validator that checks for an EMP missle in flight, however if thats even possible, its beyond my current ability.
Similar to how the mothership is done. Now, the mothership uses a specific requirement, and as far as i know, you cannot create a requirement, unless im missing an area of the editor. I was trying to make a type of unit that is unique per player, does anyone know if the Mothership requirement scales to unit type? Is the SOP to just do this with triggers on death etc? Im sure someone has figured out the most optimal way to code this type of restriction, and searching didn't enlighten me.
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@Vicboy: Go
I haven't got to this stage of my map, but i also would be interested in a way to override attack move behavior.
Right now, units just attack the closest, but I would love to have some kind of target awareness. For example;
2 Marines and 1 Marauder are fighting 2 marines and a tank. Both are attack moving towards each other. marines out front, tank and marauder behind their respective marines. Right now, all 3 units on both sides attack the marines. I would like the tank to start attacking the marauder the second it gets into range, as an example, and of course the marauder would attack the tank back, as their weapons are more useful against armored.
If this is not what you had in mind OP, disregard my post :)
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@dreadslicer: Go
Someone has made a lib to handle exp functions(afaik), do a search or check out the library forum.
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No ideas?
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@ResolveHK: Go
Create a PlayerGroup Local Variable, and have its initial value, be the function ActivePlayers
Now you can do an IF THEN ELSE with the condition:
And viola, the code in the Then portion of the IF THEN ELSE is only run if the player is active.
-Jibekn
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I need, well, ide like to be able to order a unit via command card locations instead of by a named ability, is this possible? This could save me a ton of coding :)
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@ResolveHK: Go
Im not sure of what criteria you think active players are, but when dealing with Player Groups, ActivePlayers is a function.
You just need to set the ActivePlayers into the playergroup, and then iterate through them as needed.
AFAIK, ActivePlayers will return all players into the player group who are being controlled by a connected human.
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Set Unit Property action, has a Kill section, does that directly correlate to exp?
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@DarkShape80: Go
Figured out a way to do this.
Created an Aura buff, which i used to validate targets, that is applied by trigger. Seems to work.
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Alright, I have my Ghost autocasting EMP, with some validators to check for shields or energy levels of a certain value. Now, the problem of course, is because EMP is a missile attack, a squad of 6 ghosts, attack moving towards a viable target, will almost always all fire one shot at the target. Has anyone worked around this behavior? Ive tried looking into a validator that checks for an EMP missle in flight, however if thats even possible, its beyond my current ability.
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I need to be able to detect autocast state within an if then else action.
Ive tried this to no effect:
The condition never returns true, even when its supposed to.
Im probably doing something wrong but i cant see another way to accomplish what im trying to do.
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@Gaurus: Go
Edit: NM.
Thank you for the help, im just blind some days it seems.
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Similar to how the mothership is done. Now, the mothership uses a specific requirement, and as far as i know, you cannot create a requirement, unless im missing an area of the editor. I was trying to make a type of unit that is unique per player, does anyone know if the Mothership requirement scales to unit type? Is the SOP to just do this with triggers on death etc? Im sure someone has figured out the most optimal way to code this type of restriction, and searching didn't enlighten me.
Thank you in advanced.
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@Elemeno: Go
ty, this worked perfectly, and was much easier than the way I was trying to do it.
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@Klishu: Go
It doesn't allow the preset Any Unit to be entered there.
@Helral: Go
Ill see if this will do what i need, sounds very promising, Ive never tangled with behaviors tho.
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@Klishu: Go
Im not sure I understand your first part, how can you direct the value to a unit within the script that has not been created yet?
Eg.
Unit - Any Unit Enters a distance of 1.0 from "Unit"
What would I put in the quoted 'unit' ?
It does not allow for a Unit by Unit Type, and the siege tanks in question of course haven't been created yet as of map init.
For the second part, I'm afraid I'm needing something more dynamic :/ teams will not be a constant throughout the course of the game.