You could fix that by adding a trigger in the lines of "unit takes damage" (ENemy players only) then issue order, attack "attacking unit" that should force it to turn. This way if you fixed the only attack in the arc in front of the enemies fine, but if a player attacks the unit, it will turn and attack him.
What is the actual problem of calling out triggering unit a dozen of times in a long trigger, just curios cuz' I do that a lot. Got some very long ones, calling upon the triggering unit 30-40 times or so in varies ways. What would I benefit from, using a local variable?
As far as I know, using both [Wait] and [Triggering...] will give you problems. I am not sure if it forgets who was the triggering unit after a while, or if another triggering unit gets overwritten to the memory, and when it tries to call it, it doesn't find the triggering player from the previous. Now, I didn't look through the hole trigger, so this may seem far fetched. But try it out. Remove the wait from the trigger and test it.
I am not familiar with the map, but it is not that difficult to use the trigger and world editor for Starcraft II, and even less if you had some experience with Warcraft, or Starcrafts previous engine editors. Plus, there are a community here that are more than happy to help you out. Try looking a bit around for varies tutoriols on getting started, there are a lot!
Ladder maps that offer you ranking, are ta-da-da-da-daaa.. of course not editable. If you make a custom game it is easy to create a trigger that sets when someone leaves* the other player to lose.
) Detecting when someone leave is afaik a bit tricky, but not impossible.
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@EternalWraith: Go
What is the problem with using all four?
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@lVlysticLaD: Go
There are lots of good board- and casual games out there you could work on. Monopoly, Bejeweled, Snakes&ladders, etc.
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@ampd533: Go
Sounds like your everyday tower defense?
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@Vietman: Go
You could just make a variable perhaps? And when unit leave mod -1 etc.. Dunno.
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@Deathcage: Go
Well I know I didn't do this as posted. Gave it a few tries but it seems reletively weird when I looked at it. So might still be up.
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@38dedo: Go
Maybe they go out partying with the bad boy type, but in the end, it is the nice guy that put the ring on the finger.
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@YnScription: Go
You don't want them to turn towards the enemy when they see him, what kinda soldiers are this =S..
"You, that's an enemy here to kill me, I'll just keep looking the same way"
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You could fix that by adding a trigger in the lines of "unit takes damage" (ENemy players only) then issue order, attack "attacking unit" that should force it to turn. This way if you fixed the only attack in the arc in front of the enemies fine, but if a player attacks the unit, it will turn and attack him.
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@Thenarden: Go
So basicly, it is only a benefit if I change my mind later and want to change it, else not. Right, no gain there then :(
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@Rushhour: Go
What is the actual problem of calling out triggering unit a dozen of times in a long trigger, just curios cuz' I do that a lot. Got some very long ones, calling upon the triggering unit 30-40 times or so in varies ways. What would I benefit from, using a local variable?
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As far as I know, using both [Wait] and [Triggering...] will give you problems. I am not sure if it forgets who was the triggering unit after a while, or if another triggering unit gets overwritten to the memory, and when it tries to call it, it doesn't find the triggering player from the previous. Now, I didn't look through the hole trigger, so this may seem far fetched. But try it out. Remove the wait from the trigger and test it.
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@m1k3sz: Go
I am not familiar with the map, but it is not that difficult to use the trigger and world editor for Starcraft II, and even less if you had some experience with Warcraft, or Starcrafts previous engine editors. Plus, there are a community here that are more than happy to help you out. Try looking a bit around for varies tutoriols on getting started, there are a lot!
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Ladder maps that offer you ranking, are ta-da-da-da-daaa.. of course not editable. If you make a custom game it is easy to create a trigger that sets when someone leaves* the other player to lose.
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@Zero092: Go
Indeed, the highlighted is often misunderstood. The ones you want are the select and clicked, depending on what you want.
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@Carsonjudd:
The short, and non debatable thing is - if you dislike Starcraft Lore find another game. There are plenty of 'real' engines to create games on.