changing "start location" units

Level 21
Joined
Aug 21, 2005
Messages
3,699
Simple answer: no.
Harder answer: yes. You can - after the map loads and creates the starting units for each race - REPLACE every unit near the starting location of a certain player by the units you wish to spawn. The trigger would look like this:

  • Events
    • Game - elapsed game time is 1.00 seconds
  • Actions
    • Unit group - pick every unit in (units within 750 of (player 1's starting location)) matching: (Boolean - (matching unit is a worker) equal to true) and do action: replace picked unit with a Uberpwnslave
2 notes:
1) this trigger leaks a unit group
2) Notice how the undeath only has 3 worker units at the start and 1 ghoul, while other races have 5. In addition to that trigger, you should first check the race of the player. If it's undeath, remove the 3 workers + ghoul and create 5 UberPwnSlaves for the player, else simply replace the workers.
 
Why not just removing the
  • Melee Game - Create starting units (for all players)
And creating your own?

  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player((Integer A))) slot status) Equal to Is playing
            • Then - Actions
              • Unit - Create 1 Wisp for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
            • Else - Actions
 
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