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most effective way to make "mines" ?

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Level 9
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Jan 14, 2008
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366
what is the most effective way to make mines?

for a map that has to deal with large numbers of units?

any comments appreciated but please only if you don't give bullshit advice.
 
Level 9
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Jan 14, 2008
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what does each one of the abilities do?

i can imagine what "damage upon death" does, but what does "mine - exploding" do?

where can i edit the specific units that trigger the mine? i want it to be only organic units.
 
Level 11
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1. First try if your conclusion is false
2. If it is correct(Which I suspect) you must make a complex tirgger ordering the mien to stop before exploding, but it would require you to check the unit triggering the ability, which cannot be tracked
 
Level 11
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Nov 15, 2007
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  • Events
    • Time - Every .2 seconds of game time
  • Conditions
  • Actions
    • Set unitgroup = units of type (mine) matching unit is alive = true.
    • Unit Group - Pick every unit in unitgroup and do (Actions)
      • Set unitgroup2 = units within (mine detection range) of picked unit matching (conditions, organic etc.)
        • If (All conditions are true) Then do (then actions) Else do (else actions)
          • Conditions
            • Number of units in unitgroup2 not equal to 0
          • Actions
            • Unit - Order picked unit to cast fanofknivesdummyability
            • Unit - Add .1 second generic expiration timer to picked unit.
Insert anti-leak and clean up sloppiness where appropriate. I think I'm getting better at writing stuff in trigger tags, though. Saves the time required to open a map in editor :grin:
 
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