Most workarounds are. As stated the queue is the main pain. Maybe a trigger/data hybrid would be optimal. I once did a simulation of the Harvest ability and it was a challenge.
I do not do triggers. Ask my brother ImperialGood.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Data can simulate the unit creation using Create Unit effects and could use a buff system to count what the next unit to be produced will be size wise however a buff system to remember the queue order would be messy especially with 4x8xnumber of units combinations needed. The queue logic would be the queues are building something (busy), a timed buff that when it expires creates the unit which UI can have show in parallel, the next unit in the queue is size x which if waiting in an empty queue prioritises being included in the numeration step to choose what to build next (queue + not busy busy - size = 0, when a unit is built all buffs representing slots in the queue are bumped down a slot number while clicking a Specialize ability adds more unit buffs to the end of the smallest queue.
Starting to sound like using triggers would be simpler then since an array could then be used to store what unit is next in the queue list. This could also allow for new units to be added to the queue with the shortest total production time.
There is no way to do what you want without having to simulate the train ability. Problem is how to prioritise what to do queue wise. What makes one queue decide to idle long enough so a two size unit can be built. What is to stop it just adding on another one slot unit. Or do you want the 2 slot unit producing queue to idle until another queue finishes so it can then begin on the two slot unit? Also how will the system sort each unit into each queue.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Most workarounds are. As stated the queue is the main pain. Maybe a trigger/data hybrid would be optimal. I once did a simulation of the Harvest ability and it was a challenge.
I do not do triggers. Ask my brother ImperialGood.
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
Data can simulate the unit creation using Create Unit effects and could use a buff system to count what the next unit to be produced will be size wise however a buff system to remember the queue order would be messy especially with 4x8xnumber of units combinations needed. The queue logic would be the queues are building something (busy), a timed buff that when it expires creates the unit which UI can have show in parallel, the next unit in the queue is size x which if waiting in an empty queue prioritises being included in the numeration step to choose what to build next (queue + not busy busy - size = 0, when a unit is built all buffs representing slots in the queue are bumped down a slot number while clicking a Specialize ability adds more unit buffs to the end of the smallest queue.
Starting to sound like using triggers would be simpler then since an array could then be used to store what unit is next in the queue list. This could also allow for new units to be added to the queue with the shortest total production time.
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
There is no way to do what you want without having to simulate the train ability. Problem is how to prioritise what to do queue wise. What makes one queue decide to idle long enough so a two size unit can be built. What is to stop it just adding on another one slot unit. Or do you want the 2 slot unit producing queue to idle until another queue finishes so it can then begin on the two slot unit? Also how will the system sort each unit into each queue.
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