Let's see if I can walk you through it! (For the sake of tracking things, I wouldn't rename anything until you're done and have tested it out.)
First, right-click the Siege Tank (Siege Mode) and click Duplicate Unit. In that dialog, check Siege Tank - Unsiege, all three actors, all the effects except Splash Damage (unless you don't WANT the attack), and the weapon (again, unless you don't want the attack). Since the Tank Mode unit also appears in that list, it's apparent that there are some data references that will need to be changed later.
Now do the same thing with the Tank Mode unit. Siege ability, actors, effect, and weapon. Go to the actors and type "Siege" in the search bar. You will see that, despite using the Duplicate functionality, there are several siege tank actors that weren't duplicated. So you'll want to duplicate SiegeTankSiegedRange, Siege Mode Sound, Si Ta Sieged Turret, Si Ta Turret, and Siege Mode Morph Model, too.
For each actor you duplicated, go to the Events and change any references to the original tank so that they reference your new tank. If you duplicated things the way I said, you won't have to do anything to the GenericUnitMorph actors (Siege Tank and Siege Tank Sieged).
Now go to the siege/unsiege abilities that you duplicated. For each of those, go to the Morph Info and change Info - Unit to the proper version of the new tank.
Well, if you give them an attack order and they're not moving, they're already at the location you told them to attack to, or you're telling the wrong unit to attack, or something along those lines.
Maybe you should check what I suggested rather than assume I'm making something up.
Sorry. It's just called "Global Suicide" in the SC2 editor.
"Flags all units owned by a player to suicide. Units flagged to suicide will seek out and attack the nearest enemy unit they can find until they are slain, or there is nothing left to attack."
I did the "only show when you have something selected" thing on this map. Feel free to look. As for rearranging parts of it, I'm certain that's possible with layout overrides.
Edit: Actually, the boss bar is a dialog made via triggers (see TriggerLibs/NativeLib.galaxy).
If you duplicate the actor, make sure you update all the ability references in the Events list. That's all you need to do to link an actor to an ability.
His trigger accounts for the ability to make complex rally paths. I wouldn't say it's a commonly used feature, but I would say it's not unnecessarily complicated.
First, you have to define the variable (which is basically a container). You do that in the same place you make new triggers, which is the left pane. Once you make the variable, change its type to "Unit Type," so that it can store the type of unit you want to spawn. I also suggested changing the initial value to Marine.
Then, rather than putting a specific unit type (which is considered a Value) into your "Create Unit" action, you click the "Variable" radio button and select the variable you made.
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Let's see if I can walk you through it! (For the sake of tracking things, I wouldn't rename anything until you're done and have tested it out.)
First, right-click the Siege Tank (Siege Mode) and click Duplicate Unit. In that dialog, check Siege Tank - Unsiege, all three actors, all the effects except Splash Damage (unless you don't WANT the attack), and the weapon (again, unless you don't want the attack). Since the Tank Mode unit also appears in that list, it's apparent that there are some data references that will need to be changed later.
Now do the same thing with the Tank Mode unit. Siege ability, actors, effect, and weapon. Go to the actors and type "Siege" in the search bar. You will see that, despite using the Duplicate functionality, there are several siege tank actors that weren't duplicated. So you'll want to duplicate SiegeTankSiegedRange, Siege Mode Sound, Si Ta Sieged Turret, Si Ta Turret, and Siege Mode Morph Model, too.
For each actor you duplicated, go to the Events and change any references to the original tank so that they reference your new tank. If you duplicated things the way I said, you won't have to do anything to the GenericUnitMorph actors (Siege Tank and Siege Tank Sieged).
Now go to the siege/unsiege abilities that you duplicated. For each of those, go to the Morph Info and change Info - Unit to the proper version of the new tank.
That ought to be everything.
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You might be able to fix that particular issue by using a trigger to set their main town.
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@playpong: Go
Well, did you move the start location before or after you started the melee AI and whatnot?
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Well, if you give them an attack order and they're not moving, they're already at the location you told them to attack to, or you're telling the wrong unit to attack, or something along those lines.
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Maybe you should check what I suggested rather than assume I'm making something up.
Sorry. It's just called "Global Suicide" in the SC2 editor.
"Flags all units owned by a player to suicide. Units flagged to suicide will seek out and attack the nearest enemy unit they can find until they are slain, or there is nothing left to attack."
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Did you use a point of type Start Location rather than of the normal Point type?
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You can use the Send All Units On Suicide Mission action.
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@Slafter: Go
http://forums.sc2mapster.com/development/data/22500-show-cost-set-by-trigger-on-command-card/#p11
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@kottonmouthx8: Go
I did the "only show when you have something selected" thing on this map. Feel free to look. As for rearranging parts of it, I'm certain that's possible with layout overrides.
Edit: Actually, the boss bar is a dialog made via triggers (see TriggerLibs/NativeLib.galaxy).
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If you duplicate the actor, make sure you update all the ability references in the Events list. That's all you need to do to link an actor to an ability.
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@BasharTeg: Go
His trigger accounts for the ability to make complex rally paths. I wouldn't say it's a commonly used feature, but I would say it's not unnecessarily complicated.
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First, you have to define the variable (which is basically a container). You do that in the same place you make new triggers, which is the left pane. Once you make the variable, change its type to "Unit Type," so that it can store the type of unit you want to spawn. I also suggested changing the initial value to Marine.
Then, rather than putting a specific unit type (which is considered a Value) into your "Create Unit" action, you click the "Variable" radio button and select the variable you made.
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Is the built-in Team Placement system incompatible with your map for some reason? You could try just moving the starting units themselves if so.
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If you space-delimit your elements, you can use the Word of String function.
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You should be able to just check the Player Score Value (Integer) - Enemy Units Killed rather than keeping track of kills yourself.
But yeah, you'll need a Unit Type global variable (initialize it to Marine) and then a Periodic Event trigger to create units of that type.