1. Unfortunately without simulating creep completely it is instant creep removal and rate dependent growth.
2. Try the Hive Workshop then.
3. Unfortunately extra races are not supported by the arcade UI so use Player Attributes that triggers then recognise and use to make the right units. The trick with dialogs is to automate the creation as much as possible.
So you used a Set effect that used both the effects? If you put it directly under the ability you just set it that if the ability levelled up using a Learn ability it would use the effect as the level 2 effect.
5. The Nydus uses a Build type ability that by the nature of the ability type is channelled. Use a Effect - Target that uses Create Unit effects after the duration of an actor linked Create Persistent effect.
1. There is no good solutions. The only thing that can remove creep is footprints which are instant per square. If the creep spawning structure vs the creep killing unit position has less than 64 computations then modifying the footprints of the spawning structure with morphs based on the position of a single one of those units would be possible. Alternatively make a laggy option where creep spawners create a myriad of invisible units where each unit spawns creep for a 1x1 square and validate that another of that unit type is already in the location. When the unit passes through these units could be destroyed clearing the creep and then periodically be replaced respawning the creep. Still it better not be a commonly used unit.
2. This multiplayer or single player? With single player campaigns they just load a new map using triggers and end the game in a tie before starting the next map. This is not possible as far as common knowledge goes with multiplayer. Alternatively the do like the Tosh3b mission and have a large map with multiple tile sets and then adjust the camera bounds to the different terrains (a single map can have up to 16 terrain textures over 4 tile sets excluding doodad use to hide flaws). The final method is to do what Delphinium's team did and use triggers to change the terrain textures using advanced triggers (Look what he did for the Blizzard Enforcers map).
3. Try the Alerts data type. There is another source of audio warning but I have not yet isolated it.
Make a new requirement under the Requirements data type that uses an And node. You can then add all the logic trees of your other requirements under it.
Ability: Set ID field. If both have the same link in that field there is a chance only one of the abilities is being used even though you are pressing the button for the other.
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People usually make level 0 enquire 0 experience to level up to level 1. To hide the bar completely would require custom UI frames.
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1. Unfortunately without simulating creep completely it is instant creep removal and rate dependent growth.
2. Try the Hive Workshop then.
3. Unfortunately extra races are not supported by the arcade UI so use Player Attributes that triggers then recognise and use to make the right units. The trick with dialogs is to automate the creation as much as possible.
0.968586387434555
So you used a Set effect that used both the effects? If you put it directly under the ability you just set it that if the ability levelled up using a Learn ability it would use the effect as the level 2 effect.
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5. The Nydus uses a Build type ability that by the nature of the ability type is channelled. Use a Effect - Target that uses Create Unit effects after the duration of an actor linked Create Persistent effect.
1. There is no good solutions. The only thing that can remove creep is footprints which are instant per square. If the creep spawning structure vs the creep killing unit position has less than 64 computations then modifying the footprints of the spawning structure with morphs based on the position of a single one of those units would be possible. Alternatively make a laggy option where creep spawners create a myriad of invisible units where each unit spawns creep for a 1x1 square and validate that another of that unit type is already in the location. When the unit passes through these units could be destroyed clearing the creep and then periodically be replaced respawning the creep. Still it better not be a commonly used unit.
2. This multiplayer or single player? With single player campaigns they just load a new map using triggers and end the game in a tie before starting the next map. This is not possible as far as common knowledge goes with multiplayer. Alternatively the do like the Tosh3b mission and have a large map with multiple tile sets and then adjust the camera bounds to the different terrains (a single map can have up to 16 terrain textures over 4 tile sets excluding doodad use to hide flaws). The final method is to do what Delphinium's team did and use triggers to change the terrain textures using advanced triggers (Look what he did for the Blizzard Enforcers map).
3. Try the Alerts data type. There is another source of audio warning but I have not yet isolated it.
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No clue why it is not showing in the command card then.
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Under the unit how have you linked the ability into the command card. You said the button disappeared for some reason.
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Sure you have set it to use the right ability?
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Make a new requirement under the Requirements data type that uses an And node. You can then add all the logic trees of your other requirements under it.
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Ability: Set ID field. If both have the same link in that field there is a chance only one of the abilities is being used even though you are pressing the button for the other.
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Made sure the ability link is set to different values?