So im making a TD, and i have 2 regions, when a unit enters a region its told to go to the next one, but if you build your maze so it leads them directly to regino 2 when they are heading to region 1 , they will skip region 1 and move on.
How can i prevent this ? like setting a variable for each unit, and when it enters first region it checks for what number it has and then adds 1 , same for region 2 . ?
i had been trying to figgure this out for about 15 minutes, and then 30 seconds after i posted my question i figgured it out myself ( as always ) -.- but thanks anyways :D
what should i do if i wanted to kill/destroy all the units of player 1 ?
i'm pretty sure its "Kill unit" -action, but i'm not sure how to use it
the closest i come is :
kill ( unit 1 from ( idle units for player 1 ) )
and its not working
game information:
5 seconds in the game a unit for player 1 is created and a unit for player 2 is created. When all of player 2 units is dead, player 1 units should automaticly die too.
event: Player 2 Supplies Used changes not sure if "supplies used" is the correct one to use
condition: (Player 2 Supplies Used) == 0 not sure here either
action: "Unit kill all units owned by player 1" is what i wish
0
How do i make it so the unit can just pass others units straight through but not buildings ?
0
cool :)
so another question, is there anyway not to show the energy in the unit ? :)
EDIT : it works, but i think i will just keep it this way and let the energy be shown, that way you know how far the unit have come, Ty Jackolas
0
So im making a TD, and i have 2 regions, when a unit enters a region its told to go to the next one, but if you build your maze so it leads them directly to regino 2 when they are heading to region 1 , they will skip region 1 and move on.
How can i prevent this ? like setting a variable for each unit, and when it enters first region it checks for what number it has and then adds 1 , same for region 2 . ?
0
Thanx alot :)
0
Like : Level1_unit = Zealot
so i can use it in actions like : Create 1 Level1_unit for player 5
would make everything ... 30 times easyer
0
how do you do it in an action ? :)
its permanently and for every player
0
used it via the editor, what i had to do was to click "value" instead of "function"
0
how to make this event ?
its a random unit and a specified region
all i got right now is : Any Unit Enters (Region((Center of Region 003), 2.0)) which is just a circle radius from the center of a point
0
how do i do the:
(Number of Living units in (Any units in (Entire map) owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
?? what condition to use ? :I
0
Thank You
0
how do i do so, that the actions will only run if (level == 1) ?
0
Thank you :)
i had been trying to figgure this out for about 15 minutes, and then 30 seconds after i posted my question i figgured it out myself ( as always ) -.- but thanks anyways :D
0
what should i do if i wanted to kill/destroy all the units of player 1 ?
i'm pretty sure its "Kill unit" -action, but i'm not sure how to use it the closest i come is : kill ( unit 1 from ( idle units for player 1 ) )
and its not working
game information: 5 seconds in the game a unit for player 1 is created and a unit for player 2 is created. When all of player 2 units is dead, player 1 units should automaticly die too.
event: Player 2 Supplies Used changes not sure if "supplies used" is the correct one to use
condition: (Player 2 Supplies Used) == 0 not sure here either
action: "Unit kill all units owned by player 1" is what i wish