I think the problem might be the event "unit 1 from unit group" try using something like "any unit from unit group" or "random unit from unit group" assuming each player can only have one teleporter. Else use the autocast ability on the teleporter like stated above
i would make a dialog button that each player could press. count how many players pressed the button and compare that to number of active players. if hey have a majority, execute a trigger that mixes the teams.
you issue is you dont know how to regulate where they respawn?
use an if then else:
if: owner of (dying unit) == (players on team 1) [note you may have to use "or" operator]
then: respawn that hero in team one base
else: respawn that hero in team two base
i used a behavior that shows the cool down, so there is a draining bar like on timed life units if i want to visually show the duration of an effect on a unit. (like on timed life units)
pick all units in units group (units in region:(entire map)) matching conditions(biological, armored, alive, etc) at most (any amount).
then add conditions: if unit type of (picked unit) == (Zergling)
add another condition: if picked unit is in unit group (desired unit group)
then: do what you want with every zergling in that desired unit group
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just add a huge AoE search effect to the missile on hit, then have it filter for only the caster?
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Use the new Kinetic thing?
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@Ash4meD: Go
it doesnt make sense to me either but it actually has worked for me before o.O
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I think the problem might be the event "unit 1 from unit group" try using something like "any unit from unit group" or "random unit from unit group" assuming each player can only have one teleporter. Else use the autocast ability on the teleporter like stated above
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Pretty sure carrier would wreck a BC 1v1
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i would make a dialog button that each player could press. count how many players pressed the button and compare that to number of active players. if hey have a majority, execute a trigger that mixes the teams.
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what about
(any unit) gets within range of <detection range> of <unit with detection behavior> ?
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you dont need to bump your own post this much, give it some time.
you change death animation in the unit actor- iirc its under art tab
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you issue is you dont know how to regulate where they respawn?
use an if then else:
if: owner of (dying unit) == (players on team 1) [note you may have to use "or" operator]
then: respawn that hero in team one base
else: respawn that hero in team two base
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i used a behavior that shows the cool down, so there is a draining bar like on timed life units if i want to visually show the duration of an effect on a unit. (like on timed life units)
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so do something whenever a specific unit is told to move?
event: any unit is issued move command
conditions: owner of triggering unit == X; unit type of triggering unit == X
action: whatever
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pick all units in units group (units in region:(entire map)) matching conditions(biological, armored, alive, etc) at most (any amount).
then add conditions: if unit type of (picked unit) == (Zergling)
add another condition: if picked unit is in unit group (desired unit group)
then: do what you want with every zergling in that desired unit group
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pick all units in entire map with unit is in unit group as a condition?
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this may help
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set inner radius or radius to really small or to 0 i believe. under movement tab in unit.