1) How do I make a unit completely invisible as the sc2 invisibility allows a player to spot the unit.
2) How do I add the resource collection from a unit (the +5) for a custom resource (example map would be mineralz) without triggers I'd assume this is a buff but I cant figure it out.
1) Works but you then cant see the unit which is a bit hard to do.
2) I have no idea about but I just straight up copied a scv and that didn't work so I'm guessing it's added as an event on the resource using that behaviour?
Then just apply a Model type attachment actor that only you can see via the Actor - Filter field.
Oh, I thought you wanted to make a unit that generates resources automatically. For the visuals of the resource gathering you need a Text type actor which is attached to a mover to be created when the resource applied buff is removed, just copy any of the textkicker actors.
It seems you cant return a unit half way during it's harvest time, which I'd like to do (this may be because it's based on a vespane geyser) which is a pain.
I also want to know the text code for the resource unit so that if they return early it doesn't just show +10
Sure you have campaign dependencies enabled? To add an image you need something along the lines of this, <IMG path="Assets\Textures\icon-mineral-terran.dds" height="28" width="28"/>, the path used for the image is Assets\Textures\icon-mineral-terran.dds so just alter it to your imported texture.
You would need to simulate harvesting to do that which is not a novice workaround. You need to use a Modify Unit effect to remove resources from a resource while adding a Buff stack via an Apply Behavior effect using a channeled Create Persistent effect. It then needs several Search Areas to find new resources, Create Persistents like the leviathan ground attack to mark selected targets and Issue Order effects to tell it to harvest there/return to deposit only when harvesting. On return the unit will have to use a Transfer Behavior effect to transfer the stacks the the depot structure. On the depot structure it periodically removes a behaviour stack via Remove Behavior and uses a Modify Player effect to give resources which is used for the actors.
Rollback Post to RevisionRollBack
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Sorry I think I've been not being very clear
This is the path I have at the moment, I would like to replace the +10 which cant be changed with the amount of resourced returned by the behaviour.
It seems d ref will link to the data reference but I have no Idea where to link it.
Under the buff is a field called Stats - Maximum Stack Count which determines how many times it can stack and the Behavior - Behavior Count field of the Apply Behavior effect determines how many stacks are applied each time. A seperate buff on the depot counts the x number of transfered stacks using requirements or validators and then removes all of them to use an effect once which is linked to the creation of your text actor.
Under the buff is a field called Stats - Maximum Stack Count which determines how many times it can stack and the Behavior - Behavior Count field of the Apply Behavior effect determines how many stacks are applied each time. A seperate buff on the depot counts the x number of transfered stacks using requirements or validators and then removes all of them to use an effect once which is linked to the creation of your text actor.
Using energy would look crude in the UI though.
The enrgy idea was more so I could see it working but if I can get your way to work I wont need to use it.
I changed the count to 1 and then made the max buff 10.
I made a validator that checks for it to be less than 10 but that doesn't seem to stop it mining and it still returns after 1 load
Ok 2 quick hopefully simple questions.
1) How do I make a unit completely invisible as the sc2 invisibility allows a player to spot the unit.
2) How do I add the resource collection from a unit (the +5) for a custom resource (example map would be mineralz) without triggers I'd assume this is a buff but I cant figure it out.
1) Just get the buff added to set the units actor opacity to 0.
2) Use a Buff that uses a periodic Modify Player effect
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1) Works but you then cant see the unit which is a bit hard to do.
2) I have no idea about but I just straight up copied a scv and that didn't work so I'm guessing it's added as an event on the resource using that behaviour?
Then just apply a Model type attachment actor that only you can see via the Actor - Filter field.
Oh, I thought you wanted to make a unit that generates resources automatically. For the visuals of the resource gathering you need a Text type actor which is attached to a mover to be created when the resource applied buff is removed, just copy any of the textkicker actors.
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Thank you it works wonderfully.
Now a follow up question on it.
It seems you cant return a unit half way during it's harvest time, which I'd like to do (this may be because it's based on a vespane geyser) which is a pain.
I also want to know the text code for the resource unit so that if they return early it doesn't just show +10
Just look at one of the other text kickers and copy and paste. Try the Stats - Harvest Time field.
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@DrSuperEvil: Go
I cant find a text kicker with it sadly but I'm pretty sure there would be one since well you can count the resources.
Harvest time just means they return straight away, would there be a way to set this to 1 second per 1 lumber but keep it mining for 10 units?
Ok I'm confusing this with warcraft 3 >.< as it turns out sc2 doesn't do minerals like lumber.
So I want to make it like warcraft 3 style where it mines 1 at a time (up to it's limit then returns).
Sure you have campaign dependencies enabled? To add an image you need something along the lines of this, <IMG path="Assets\Textures\icon-mineral-terran.dds" height="28" width="28"/>, the path used for the image is Assets\Textures\icon-mineral-terran.dds so just alter it to your imported texture.
You would need to simulate harvesting to do that which is not a novice workaround. You need to use a Modify Unit effect to remove resources from a resource while adding a Buff stack via an Apply Behavior effect using a channeled Create Persistent effect. It then needs several Search Areas to find new resources, Create Persistents like the leviathan ground attack to mark selected targets and Issue Order effects to tell it to harvest there/return to deposit only when harvesting. On return the unit will have to use a Transfer Behavior effect to transfer the stacks the the depot structure. On the depot structure it periodically removes a behaviour stack via Remove Behavior and uses a Modify Player effect to give resources which is used for the actors.
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Sorry I think I've been not being very clear
This is the path I have at the moment, I would like to replace the +10 which cant be changed with the amount of resourced returned by the behaviour.
It seems d ref will link to the data reference but I have no Idea where to link it.
Harvesting I'll try now to see if I can do that now.
Not having much luck with the harvesting part sadly :/
What part is not working?
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Firstly I'd have to say getting started, I couldn't figure out how to take 1 at a time and stack it.
Though I had an idea over the night where I do it based on their energy levels which I believe I can get the correct data values from easily.
Under the buff is a field called Stats - Maximum Stack Count which determines how many times it can stack and the Behavior - Behavior Count field of the Apply Behavior effect determines how many stacks are applied each time. A seperate buff on the depot counts the x number of transfered stacks using requirements or validators and then removes all of them to use an effect once which is linked to the creation of your text actor.
Using energy would look crude in the UI though.
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The enrgy idea was more so I could see it working but if I can get your way to work I wont need to use it.
I changed the count to 1 and then made the max buff 10.
I made a validator that checks for it to be less than 10 but that doesn't seem to stop it mining and it still returns after 1 load
With my method you use no Harvest ability and merely simulate it using other abilities,behaviours and effects.
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Oh I see that make sense.
So this is my plan.
Attack -> Add Buff -> (repeat attack till 10) -> (search for nearest house) -> +Lumber for each buff -> Set Buff 0
I had an issue with it not attacking but I fixed through flags.
I now have an issue that the behaviour buff is added to the resource not the unit.
My head hurts. This is more complicated than it should be.
If someone can make a tutorial on how I'd be happy I'm going to give up on it for a while.
Just have the +Lumber require the unit has buff stacks and removes one via a Remove Behavior effect as part of the set that gives the resource.
Yeah just make your trees be known as resources.
What probelm are you having with your resource behaviour?
My autoharvester uses a similar method of resource collection except it does not deposit at another unit.
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