I'm not sure if creating an Actor in the Region would work, but it might be something you could look into. As for changing the beacon's color, you could change its tint color via "Send Actor Message to Unit" using the Set Tint Color message. Sadly, I don't know any way to store tint information, you might need an "If Then Else Multiple" to detect each player and set the appropriate tint color.
Instead of using Run Trigger, you could paste in Action Definitions. There's also just copy-pasting your separate Trigger Actions into the one Trigger...
Are you talking about the entering unit, then? Because that accepts a Unit variable, but it doesn't accept Unit Type values.
If you just want to compare the entering unit's Unit Type, either of these methods ought to work:
ACTION: compare the entering unit's Unit Type in a for loop that indexes through a predefined array of the available Unit Types
CONDITION: compare the entering unit's Unit Type to an array of the player's selected Unit Types for this detection
Changing the Actor of a unit will change the Actor, but not the Unit Type. There should be Condition comparisons that allow you to detect individual Actors, though.
It is strange that it doesn't let you assign a single unit variable. There may be a workaround in assigning your center unit to a Unit Group variable, and then using the "Unit from Unit Group" function to pick that unit.
The "Show/Hide Dialog" action lets you specify a Player Group to apply the action to; when choosing a Player Group you can use the Function parameter "Convert Player to Player Group" to control the dialog display for an individual player.
Will they allow us to choose new handles? Did they extend the original handle's 12-character limit? I can't fit all of mine in unlike previous games...
I believe there's a Condition like "Unit Has Behavior", which you might use to compare against an array of Behaviors. If you have separate Behavior variants linked as different indexes, then you could either use each Behavior's index to index into other arrays of relevant values, or have a multi-dimensional array similar to a record.
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I'm not sure if creating an Actor in the Region would work, but it might be something you could look into. As for changing the beacon's color, you could change its tint color via "Send Actor Message to Unit" using the Set Tint Color message. Sadly, I don't know any way to store tint information, you might need an "If Then Else Multiple" to detect each player and set the appropriate tint color.
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You could use the Action "Pick Each Unit in Unit Group" and increment a variable for each Picked Unit that matches the conditions of an If Then Else.
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Instead of using Run Trigger, you could paste in Action Definitions. There's also just copy-pasting your separate Trigger Actions into the one Trigger...
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Are you talking about the entering unit, then? Because that accepts a Unit variable, but it doesn't accept Unit Type values.
If you just want to compare the entering unit's Unit Type, either of these methods ought to work:
ACTION: compare the entering unit's Unit Type in a for loop that indexes through a predefined array of the available Unit Types
CONDITION: compare the entering unit's Unit Type to an array of the player's selected Unit Types for this detection
Changing the Actor of a unit will change the Actor, but not the Unit Type. There should be Condition comparisons that allow you to detect individual Actors, though.
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I assume you mean the center unit?
It is strange that it doesn't let you assign a single unit variable. There may be a workaround in assigning your center unit to a Unit Group variable, and then using the "Unit from Unit Group" function to pick that unit.
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What about how people feel about the publishing system so far, or more importantly where they think it's headed?
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Then why not have the master server distribute a list of active games as it did before?
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Down with the Publishing System! Down with lobbies!
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Did you try the "Make Camera Look At And Follow Unit" Action?
You know, the Trigger Module lets you look up Actions and other things via a quick text search, as well as displaying only specific categories.
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You're looking for the "Unit Property Changes" Event. This can detect a Unit's Life, Energy, regeneration, kill count, and more!
You can use this with a Condition that compares the Unit's current Life to a given value or percentage.
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The "Show/Hide Dialog" action lets you specify a Player Group to apply the action to; when choosing a Player Group you can use the Function parameter "Convert Player to Player Group" to control the dialog display for an individual player.
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As of writing, you can only look up map listings by Most Popular.
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moron.sonofboronMSOBWill they allow us to choose new handles? Did they extend the original handle's 12-character limit? I can't fit all of mine in unlike previous games...
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Kerrigan = Sylvanas
MIND BLOWN
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I believe there's a Condition like "Unit Has Behavior", which you might use to compare against an array of Behaviors. If you have separate Behavior variants linked as different indexes, then you could either use each Behavior's index to index into other arrays of relevant values, or have a multi-dimensional array similar to a record.