It would take a lot of work but here's my idea. Create a variable for supply count and make a trigger for every unit that subtracts from the supply count variable. EG a marine would subtract 1 from the supply variable. Also make a trigger for every structure/unit that adds to supply, EG an overlord/pylon adds 8 to the supply variable. You would also have to add/subtract supply when the respective units/structures are killed. When the supply variable is <=0, the player is supply blocked.
Perhaps the unit is unburrowing because it's AI tells it to? If that's the case, there's a lot of ways to fix that. You could put the burrowed unit on the same team as the colossus and use a trigger to order the colossus to attack it, or you could disable AI by disabling the respective action in the melee initialization trigger. Those are the only two ways I can think of but I'm a noob so there's probably a better way.
The problem with putting while loops in the map initialization trigger (from my novice understanding) is that if the conditions are not met on map initialization, the while loop ends.
It would be great if Blizzard would make a variable change able to be used as an event.
What I'm trying to do is make an ability/behavior that makes a unit regenerate hp if it has <100hp, degenerate hp if it has >100hp, and do nothing if it has =100hp. I could make this work with a complex trigger but I'm wondering if it's possible to do this with the data editor.
It feels like an if-then-else trigger does the same thing as two triggers with their respective conditions. Is this true or do if-then-else triggers have some other quality that I don't know about?
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@OneSoga: Go
How do I do that?
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@FuzzYD: Go
That changes the border but not the filling.
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How can I set the color of the "filling" of a progress bar? (not the background)
Currently it's either green, blue, or orange. It's different one each time I load the map.
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It would take a lot of work but here's my idea. Create a variable for supply count and make a trigger for every unit that subtracts from the supply count variable. EG a marine would subtract 1 from the supply variable. Also make a trigger for every structure/unit that adds to supply, EG an overlord/pylon adds 8 to the supply variable. You would also have to add/subtract supply when the respective units/structures are killed. When the supply variable is <=0, the player is supply blocked.
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Thank you everyone.
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How do I add "progress" to a progress bar?
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@NoPancakeMix: Go
Woah, thank you for that tutorial.
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What would I use for the event in the new trigger, or would I not need one?
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@homer_3: Go
Perhaps the unit is unburrowing because it's AI tells it to? If that's the case, there's a lot of ways to fix that. You could put the burrowed unit on the same team as the colossus and use a trigger to order the colossus to attack it, or you could disable AI by disabling the respective action in the melee initialization trigger. Those are the only two ways I can think of but I'm a noob so there's probably a better way.
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@BasharTeg: Go
The problem with putting while loops in the map initialization trigger (from my novice understanding) is that if the conditions are not met on map initialization, the while loop ends.
It would be great if Blizzard would make a variable change able to be used as an event.
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@TheAlmaity: Go
Just wanted to tell you that was extremely helpful, that really simplified my "trigger system".
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@Usernameisntworkingright: Go
What I meant was, afaik, this trigger:
Event:
Conditions:
Actions: General- If: [condition x} == true
Then: [do action x]
Else: [do action y]
does the same thing that these two triggers do:
Event:
Conditions: [condition x] == true
Action: [action x]
Event:
Conditions: [condition x] != true
Actions: [action y]
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@TheAlmaity: Go
That sounds like it would work just as well, thank you.
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What I'm trying to do is make an ability/behavior that makes a unit regenerate hp if it has <100hp, degenerate hp if it has >100hp, and do nothing if it has =100hp. I could make this work with a complex trigger but I'm wondering if it's possible to do this with the data editor.
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@Usernameisntworkingright: Go
It feels like an if-then-else trigger does the same thing as two triggers with their respective conditions. Is this true or do if-then-else triggers have some other quality that I don't know about?