I need your help with a tricky thing I'm trying to design. Basically, i'm trying to design some kind of multiproduction building, and messing a bit around with Reactors. So far, I havent had any result. I'm going to epxlain it.
What I want to do is to modify the amount of Queue Slots X item takes. In the game, every item takes only 1 slot, and each unit with research or train ability is only able to train 1 item at a time unless modified.
Let's say I want to create a building that is able to train 4 units at a time and I want to have a 12 queue limit. That's easily achiveable by creating and modifying a Queue ability.
However, I want that different units take differnt sizes on the queue, so the actual production capability is dynamic. Let's say:
I want to have a basic unit that only takes 1 queue slot, so 4 of them can be created at a time. No problem.
I want to have a medium unit that takes 2 queue slots, so only 2 of them can be created at a time
I want to have a big unit that takes 4 queue slots and won't start building untill every slot in progress stops.
Is there a way to modify how much slots an item takes in train/research abilities? It should, but I cant find it. Basically something like cargo size but, for production. Default is 1 for everything.
Also, which adjustements should I make to get a similar display like in cargo abilities so each unit takes vissually the slots they need to be produced?
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.
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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.
Well, I don't understand the part of simulating the ability. How could you do that?
I don't need to mess with priorities, queue should function linearly based on input like a stanrdard buidling, with the "Best unit" option activated for control groups. The base idea is simple, if a unit takes 2 production slots, production should simply wait to have both slots empty, just like you said. It doesn't change the normal behavior of queue-train production.
I don't get your last question, but the thing is that it should be a normal queue (Single) and not various queue abilities. Just like a Reactored production building, let's say that it would modify the production facility to have 4 active slots and a total of 12 queueable slots (Current rax is 2 active 8 queue). What I need is to change the amount of active slots each unit (train/research entry) uses or simulate that function in some way.
I've thought about using charges, but It will only have limited usability because production cannot be fully stopped this way. If for example I want my production facility to use the 4 production slots to build a Battlecruiser, with charges I can limit the amount of battlecruisers that can be built at a time (1) but I'm unable to restrict the whole production to 1 unit (3 other units can be built at the same time). At the same time, charges are good to restrict the biggest units, but it doesn't really work if the system gets more complex unless each charge is recovered independently, and I don't know how to do that. How can I get unit charges to start recovering upon use? independently? I mean: If I have a 6 slot production, and I want to use a 2-slot unit with 60s production time, I can set max and start charges to 3 and use to 1, and Time_Start to be the same as the actual production time, but however only one charge regenerates in that minute (I'd like the 3 of them)
The problem is that the game doesn't seem to offer the possibility to modify the amount of production slots (Train/Research) that an item takes since the possibility to use it in a multi-production system wasn't even considered. Charges can be a small workaround for a very simplified production scheme.
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.
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.
Oh man, this is beyond my level. I mean, this is basically a big, big workaround. Pretty much beyond my level. I'll try to do what you say and maybe look at triggers.
Triggers should have some of the logic functions stored, so it should be possible to modify items or so. Any idea on how to do it?
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?
Hey guys!
I need your help with a tricky thing I'm trying to design. Basically, i'm trying to design some kind of multiproduction building, and messing a bit around with Reactors. So far, I havent had any result. I'm going to epxlain it.
What I want to do is to modify the amount of Queue Slots X item takes. In the game, every item takes only 1 slot, and each unit with research or train ability is only able to train 1 item at a time unless modified.
Let's say I want to create a building that is able to train 4 units at a time and I want to have a 12 queue limit. That's easily achiveable by creating and modifying a Queue ability.
However, I want that different units take differnt sizes on the queue, so the actual production capability is dynamic. Let's say:
Is there a way to modify how much slots an item takes in train/research abilities? It should, but I cant find it. Basically something like cargo size but, for production. Default is 1 for everything.
Also, which adjustements should I make to get a similar display like in cargo abilities so each unit takes vissually the slots they need to be produced?
THanks in advance.
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
Well, I don't understand the part of simulating the ability. How could you do that?
I don't need to mess with priorities, queue should function linearly based on input like a stanrdard buidling, with the "Best unit" option activated for control groups. The base idea is simple, if a unit takes 2 production slots, production should simply wait to have both slots empty, just like you said. It doesn't change the normal behavior of queue-train production.
I don't get your last question, but the thing is that it should be a normal queue (Single) and not various queue abilities. Just like a Reactored production building, let's say that it would modify the production facility to have 4 active slots and a total of 12 queueable slots (Current rax is 2 active 8 queue). What I need is to change the amount of active slots each unit (train/research entry) uses or simulate that function in some way.
I've thought about using charges, but It will only have limited usability because production cannot be fully stopped this way. If for example I want my production facility to use the 4 production slots to build a Battlecruiser, with charges I can limit the amount of battlecruisers that can be built at a time (1) but I'm unable to restrict the whole production to 1 unit (3 other units can be built at the same time). At the same time, charges are good to restrict the biggest units, but it doesn't really work if the system gets more complex unless each charge is recovered independently, and I don't know how to do that. How can I get unit charges to start recovering upon use? independently? I mean: If I have a 6 slot production, and I want to use a 2-slot unit with 60s production time, I can set max and start charges to 3 and use to 1, and Time_Start to be the same as the actual production time, but however only one charge regenerates in that minute (I'd like the 3 of them)
The problem is that the game doesn't seem to offer the possibility to modify the amount of production slots (Train/Research) that an item takes since the possibility to use it in a multi-production system wasn't even considered. Charges can be a small workaround for a very simplified production scheme.
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
Oh man, this is beyond my level. I mean, this is basically a big, big workaround. Pretty much beyond my level. I'll try to do what you say and maybe look at triggers.
Triggers should have some of the logic functions stored, so it should be possible to modify items or so. Any idea on how to do it?
Thanks a ton for you help.
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