Edit: More answers: http://eu.battle.net/sc2/en/forum/topic/566309672?page=1#3
StarCraft II Editor Answers
We’ve been reading over the questions that you have been posting and the development team has taken some time to provide answers to some of these below. If you have not seen an answer to one of your questions as of yet, do not worry, we are continuing to keep an eye on the thread here (http://eu.battle.net/sc2/en/forum/topic/566438545) and will be providing further answers to your questions where we can.
Q. tai- Is there an easy way to call a unit in the map? For example, if in a trigger I want to have a condition "Triggering Unit == Marine," but not a marine that's already on the map or something that uses "unit in unit group," "last created unit," or some other function that does everything except have a general statement for any marine.
A. We’re not entirely sure of what you’re asking but we’ll take a stab. If this doesn’t help you out, please feel free to post again and provide a little more context so that we can pin point what it is you’re trying to do.
If your trigger is intended to target a Marine that has just been created, then the 'issue order' to 'last created unit' is actually most likely the reference you are looking for to get that Marine. As an aside, you would want to use the 'issue order to unit group' and 'last created units' if you are spawning multiple Marines.
However if you're looking to avoid using 'last created unit', or it doesn't work for you based on how your triggers are structured, then you could use the "Unit enters region" event and set the region to "Entire Map". Combined with the "Triggering Unit == Marine" condition, that would cover any spawning cases.
If you are looking to get a unit that was spawned previously and is now necessary for something else, then you actually would want to use "Unit from Unit Group" and the "Units in Region Matching Condition" function to narrow it down to the specific unit. There isn't a running list of units on the map that you can simply pick from once things are in full swing; you have to filter it down somehow to get exactly the one you want or be able to get that marine off of a specific event.
We’d also recommend storing any unit that you want to find later to a global variable if it is important.
Q. Jumby- Not sure if this is the right thread but, how do you make it so you can build on ramps in the game? Thanks!
A. Great question! Building placement, meaning where you can and cannot place a building, is governed by that unit's footprint which can be modified in the Footprint data type. The 'Placement Check' and 'Placement Apply' Layers of a Footprint dictate where it can be placed, and what kind of effect it has on pathing and other footprints once it is placed.
A ramp is considered a "No Build" location, which is considered invalid by footprints by default. What you'll need to do is uncheck the 'No Build' flag under the 'Invalid' flags of the 'Placement Check' Layer for that footprint.
As a side note, once you do this you will be able to build your buildings ANYWHERE. You will probably want to flag 'Ground - No Spawn' flag under the 'Invalid' flags as well. :) This will prevent you from building your buildings on other buildings (no matter how much Xzibit may want you to do so), and on cliffs.
And as a final side note to that previous side note, the edges of ramps are considered cliffs. You will only be able to build on the terrain in the middle of a ramp.
Q. Zealot- Can anyone tell me how to make place units that join you when you touch them (e.g, in Belly of the Beast, the Dominion Soldiers)? It seems to be a different method than in the original SC editor. Also, how the heck do I place Resources (min. fields and Geysers)? I'm totally lost in this new editor!
(Reference Gaius' Post - http://us.battle.net/sc2/en/forum/topic/608631413?page=2#23)
I've only started using this editor, but if it has similar triggers to the SC1 Editor and doesn't allow you to flag units as "Rescuable" like in SC1, I would simply make a Region/Trigger combo to give all units at owned by player to player 1. Sorry I don't know the specific strings to reference but I assume that they're not too difficult to find. Hope this helps.
A. What Gaius said is correct. The most efficient way to do this would be using the "Rescue Unit/Rescue Unit Group" trigger and specifying the unit/units to rescue.
Additionally, you may want to use the "Unit Enters/Leaves Range Of Unit" event. It would make the process much simpler!