Staredit Network > Forums > SC2 Assistance > Topic: Need condition "Unit has actor attached"
Need condition "Unit has actor attached"
May 25 2010, 1:42 pm
By: Devourer  

May 25 2010, 1:42 pm Devourer Post #1

Hello

Is there any condition saying something like "Unit has attached actor"?
E.g. a unit can only have 1 actor at the same time so I do only want to run the trigger when the unit doesn't have an actor attached, I know it can be done via a unit group named like "units got attached units" but that's a bit annoying as I would have to make many triggers as I'm having like 5-10 different attach-able units.



Please report errors in the Staredit.Network forum.

May 25 2010, 1:57 pm 13Stallion Post #2



Actor -> Actor from unit: "Returns the actor for the specified unit. This will return the primary actor that is responsible for governing the behavior of a specific unit, chosen through the Unit parameter."



None.

May 25 2010, 1:59 pm Devourer Post #3

Hello

Quote from 13Stallion
Actor -> Actor from unit: "Returns the actor for the specified unit. This will return the primary actor that is responsible for governing the behavior of a specific unit, chosen through the Unit parameter."
... I wanted to find out the attached actor, not the primary one.



Please report errors in the Staredit.Network forum.

May 25 2010, 2:15 pm 13Stallion Post #4



Quote from Devourer
Is there any condition saying something like "Unit has attached actor"?
E.g. a unit can only have 1 actor at the same time so I do only want to run the trigger when the unit doesn't have an actor attached, I know it can be done via a unit group named like "units got attached units" but that's a bit annoying as I would have to make many triggers as I'm having like 5-10 different attach-able units.

Then why not use this method? Add all the "attachable" units to 1 unit group so you can manipulate them easily.



None.

May 25 2010, 7:03 pm Devourer Post #5

Hello

.... someone else?



Please report errors in the Staredit.Network forum.

May 26 2010, 1:16 am ZeroAme Post #6



Not that I know of but assuming your attaching them via triggers you could use the same trigger to set a variable saying that its attached.



None.

May 26 2010, 1:55 am Centreri Post #7

Relatively ancient and inactive

Again, do it with dummy abilities or behaviors instead if you don't get people with smart ideas.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2026-6-04. : 3:42 am]
RIVE -- Hellooooo, Nurse
[2026-6-03. : 4:19 pm]
NudeRaider -- Hello World!
[2026-6-01. : 4:03 pm]
IskatuMesk -- no Hello World? No Hello . jpeg? Not even ddosing some government website? smh my head
[2026-5-31. : 10:02 pm]
Symmetry -- I was really just figuring out how to compile
[2026-5-31. : 10:02 pm]
Symmetry -- I didn't make it do anything
[2026-5-31. : 9:17 pm]
Ultraviolet -- hell yeah. did you have trouble making the button functional, or just haven't gotten there yet?
[2026-5-31. : 8:29 pm]
Symmetry -- I made the marine shoot lasers and gave the medic a nonfunctional button
[2026-5-31. : 8:07 pm]
Ultraviolet -- Symmetry
Symmetry shouted: I did my first EUD thing today. Feels like me finding arsenal at age 8 again
haha for sure. in some ways it's even more exciting because you can play EUD maps on regular battle.net, don't need to convince someone to download your mod to play with you. what did you do?
[2026-5-31. : 6:47 pm]
Symmetry -- I did my first EUD thing today. Feels like me finding arsenal at age 8 again
[2026-5-31. : 3:20 pm]
l)ark_ssj9kevin -- le reddit
Please log in to shout.


Members Online: Moose, O)FaRTy1billion[MM]