It depends on how your game works. If you have something that's turn-based that requires every player to be present, throw in a timer that skips or ends a player's turn when it expires. If a player is actually there and needs more time, you can add a pop-up that asks "Do you need more time?" and, if the player clicks "yes," restart the timer.
Otherwise you would need to track unit movement or APM or some other measure depending on the circumstances.
If your behavior has no connections to other effects/behaviors/etc. through the Source and you don't plan on referencing a unit or player with triggers, then the Source is not used so it wouldn't matter how the behavior was created.
If you have effects, behaviors, actors, etc. tied to the behavior, these things might break if you don't assign a source when adding the behavior via triggers. This is more likely to become a problem if you create the same behavior through data AND triggers. For example, if you have a weapon create a behavior on the target unit, which in turn creates an effect on the Source unit, the latter effect would create an error if the former behavior were added to a unit via Player or if no unit is specified. A life-leech effect comes to mind as an example. If you were to create the life drain debuff via triggers and specified the source as Player or no unit, the game would have no idea where to send the stolen HP.
Yeah, I think it's a server-side issue. I was thrown off of bnet last night during Arcade Night. Not sure what's going on, but Blizzard appears to be aware of the issue.
No problem. Just keep in mind that when you modify those footprints, you change the footprints of all other units or doodads which use them. You can create custom footprints by switching to the Footprints tab, duplicating the 2x2 footprint, then modifying the duplicate to meet your needs.
It's not a flag. There is a field under Unit objects called Movement: Pathing Footprint. The footprints which block LOS will have (Doodad Block LOS) as a suffix. There's also Movement: Pathing Footprint - Dead which can be set if you want the footprint to change when the unit dies.
In order to get rid of the footprint you will have to use units instead of doodads, then morph (or replace) the unit with the footprint into a new unit without the footprint. There are certain footprints that block line of sight that you can use for when the supply depot is raised (for example.)
I'm sort of experimenting with this kind of thing myself, so let me know how it works out.
You're doing it wrong. An event is like a special circumstance that occurs and causes the rest of the trigger to execute. Events are typically more generalized (not specific.) Try using a Periodic Event that occurs every 5 seconds. Then under actions, order the Zergling to Move targeting Random Point... etc.
Yeah that's why I prefer a point comparison. It's more literal than the somewhat arbitrary unit movespeed value. It will also detect triggered or forced movement.
You can accomplish this with only triggers, if you like. You will need:
A boolean variable which is TRUE while the unit is moving and FALSE while the unit is still.
A point variable to be used in determining whether the unit is moving
A looping function which periodically checks the distance between the unit and its previous point. If > 0, the unit has moved since the last check; therefore, set the boolean to TRUE, else set it to FALSE.
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It depends on how your game works. If you have something that's turn-based that requires every player to be present, throw in a timer that skips or ends a player's turn when it expires. If a player is actually there and needs more time, you can add a pop-up that asks "Do you need more time?" and, if the player clicks "yes," restart the timer.
Otherwise you would need to track unit movement or APM or some other measure depending on the circumstances.
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@AgentOO7: Go
http://www.sc2mapster.com/forums/development/triggers/64748-creating-units-error/?post=7
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http:www.sc2mapster.com/forums/development/triggers/64748-creating-units-error/?post=1
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Welcome!
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@joemart06: Go
If your behavior has no connections to other effects/behaviors/etc. through the Source and you don't plan on referencing a unit or player with triggers, then the Source is not used so it wouldn't matter how the behavior was created.
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@joemart06: Go
If you have effects, behaviors, actors, etc. tied to the behavior, these things might break if you don't assign a source when adding the behavior via triggers. This is more likely to become a problem if you create the same behavior through data AND triggers. For example, if you have a weapon create a behavior on the target unit, which in turn creates an effect on the Source unit, the latter effect would create an error if the former behavior were added to a unit via Player or if no unit is specified. A life-leech effect comes to mind as an example. If you were to create the life drain debuff via triggers and specified the source as Player or no unit, the game would have no idea where to send the stolen HP.
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Yeah, I think it's a server-side issue. I was thrown off of bnet last night during Arcade Night. Not sure what's going on, but Blizzard appears to be aware of the issue.
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@joemart06: Go
Either one will add the desired behavior. The difference is the "source," which can be referenced by either data or triggers.
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Tuesday is Maintenance Day. So that might be why.
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@flagezooke: Go
No problem. Just keep in mind that when you modify those footprints, you change the footprints of all other units or doodads which use them. You can create custom footprints by switching to the Footprints tab, duplicating the 2x2 footprint, then modifying the duplicate to meet your needs.
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@flagezooke: Go
It's not a flag. There is a field under Unit objects called Movement: Pathing Footprint. The footprints which block LOS will have (Doodad Block LOS) as a suffix. There's also Movement: Pathing Footprint - Dead which can be set if you want the footprint to change when the unit dies.
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@flagezooke: Go
In order to get rid of the footprint you will have to use units instead of doodads, then morph (or replace) the unit with the footprint into a new unit without the footprint. There are certain footprints that block line of sight that you can use for when the supply depot is raised (for example.)
I'm sort of experimenting with this kind of thing myself, so let me know how it works out.
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@Bareleon: Go
You're doing it wrong. An event is like a special circumstance that occurs and causes the rest of the trigger to execute. Events are typically more generalized (not specific.) Try using a Periodic Event that occurs every 5 seconds. Then under actions, order the Zergling to Move targeting Random Point... etc.
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@Mille25: Go
Yeah that's why I prefer a point comparison. It's more literal than the somewhat arbitrary unit movespeed value. It will also detect triggered or forced movement.
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You can accomplish this with only triggers, if you like. You will need: