I'm open to suggestions on this, but what I'm working on a Civilization 5 remake. I want the ability for "workers" (i.e. SCVs) to build "improvements" (i.e. Tech Lab - type add ons) that associate with a "city" (i.e. Command Center). I got stuck on the part of trying to make the add-on locations flexible. I can't think of a way for the add-on to search for the host city without creating several copies of an add on with all possible locations. There is probably a better way to go about it, and that's why I'm here.
I am trying to go for a simple and clean set up. I will probably have to break down and create a buff aura on each add on that applies it to cities which then gain the improvement advantages if they have population that can work the add on exclusive of another nearby city.
If you need any more information or clarification on what I'm trying to go for, please ask. Thoughts?
Addons are capped at one per structure. As stated you need to use a Create Persistent effect linked to a Search Area effect in an aura like system. Very time consuming.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I was afraid so. I will implement that now and see if it will work for all the other functions I plan to implement. I will repost on my success (or failure if I run into anything).
[Solved] by putting a Buff Behavior on the improvement building that is disabled during construction. When enabled it Creates a Persistent and Destroys it when the Buff is removed. The Persistent has an infinitely repeating 1s period. Each period a Search Area Effect is run to look for nearby cities. Filtered targets have an Apply Behavior Effect that that Validates that it is a CC. The applied Behavior is a stack-able 1s buff indicating how many improvements are nearby.
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I'm open to suggestions on this, but what I'm working on a Civilization 5 remake. I want the ability for "workers" (i.e. SCVs) to build "improvements" (i.e. Tech Lab - type add ons) that associate with a "city" (i.e. Command Center). I got stuck on the part of trying to make the add-on locations flexible. I can't think of a way for the add-on to search for the host city without creating several copies of an add on with all possible locations. There is probably a better way to go about it, and that's why I'm here.
I am trying to go for a simple and clean set up. I will probably have to break down and create a buff aura on each add on that applies it to cities which then gain the improvement advantages if they have population that can work the add on exclusive of another nearby city.
If you need any more information or clarification on what I'm trying to go for, please ask. Thoughts?
Addons are capped at one per structure. As stated you need to use a Create Persistent effect linked to a Search Area effect in an aura like system. Very time consuming.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I was afraid so. I will implement that now and see if it will work for all the other functions I plan to implement. I will repost on my success (or failure if I run into anything).
[Solved] by putting a Buff Behavior on the improvement building that is disabled during construction. When enabled it Creates a Persistent and Destroys it when the Buff is removed. The Persistent has an infinitely repeating 1s period. Each period a Search Area Effect is run to look for nearby cities. Filtered targets have an Apply Behavior Effect that that Validates that it is a CC. The applied Behavior is a stack-able 1s buff indicating how many improvements are nearby.