@juice950: Go Yes it is, Give them a behavior, and set a requirement for the upgrade. This behavior has a very short duration and set the expire effect to 'suicide'. Then give this behavior to all units you want killed.
one way i can think of is using actors. go into the actors tab and go into the Events+ section of the units you want to kill. right click and add an event. then pick from the drop down "upgrade" then your upgrade, then "add." then for the action the actor would take change that to "destroy."
another way is to create a behavior that has an initial/periodic/ or expire effect (depending on whether you want the death to be instant or a short time after the upgrade). put a damage effect in with the flag "kill" checked and make sure the damage targets "source." then make an requirement with the "use" part saying 'count upgrade' -your upgrade- completed. and place this requirement back into the requirements section of the behavior. apply this behavior to the desired units by going into the units tab and adding it into the "behaviors" section for the unit.
also, make sure you remember to put the units you want killed in the "affected units" array in the upgrade.
@KingRadical: Go The Actor event wont kill the unit, only the actor, leaving the unit with no actor or model.
The behavior idea is the same. There's no need to create a new damage effect because "Suicide" is already there to be used. Follow KingRadical's instructions to create the requirement.
And the "affected units" field for upgrades is only necessary if you want the upgrade to appear for the unit in the unit glossary list.
Hi, so I added the effect suicide to my behavior and added the requirement to the behavior but know matter what requirement I put the units always die as soon as the game starts?? any idea why??
I put my suicide in: Behavior acquired player as suicide/source
my requirements are under use count upgrade/my upgrade/complete
doing this nothing happens,
so I added to effect to: effect initial suicide and the units die as soon as the game starts???
and I added my behavior to my upgrade
Your requirement needs to point to your upgrade. In behavior, add the suicide effect to the effects -> expire field. Give the behavior a duration 0.02 or anything near it. Set the requirement for your behavior as you said USE -> Count Upgrade. YourUpgrade . Completed.
Hi, I want to create an upgrade that once it has been upgraded it will kill certain units that that player might own, is this possible?
@juice950: Go Yes it is, Give them a behavior, and set a requirement for the upgrade. This behavior has a very short duration and set the expire effect to 'suicide'. Then give this behavior to all units you want killed.
one way i can think of is using actors. go into the actors tab and go into the Events+ section of the units you want to kill. right click and add an event. then pick from the drop down "upgrade" then your upgrade, then "add." then for the action the actor would take change that to "destroy."
another way is to create a behavior that has an initial/periodic/ or expire effect (depending on whether you want the death to be instant or a short time after the upgrade). put a damage effect in with the flag "kill" checked and make sure the damage targets "source." then make an requirement with the "use" part saying 'count upgrade' -your upgrade- completed. and place this requirement back into the requirements section of the behavior. apply this behavior to the desired units by going into the units tab and adding it into the "behaviors" section for the unit.
also, make sure you remember to put the units you want killed in the "affected units" array in the upgrade.
@KingRadical: Go The Actor event wont kill the unit, only the actor, leaving the unit with no actor or model.
The behavior idea is the same. There's no need to create a new damage effect because "Suicide" is already there to be used. Follow KingRadical's instructions to create the requirement.
And the "affected units" field for upgrades is only necessary if you want the upgrade to appear for the unit in the unit glossary list.
lol forgot about the already made suicide effect.
@SoulFilcher: Go
Hi, so I added the effect suicide to my behavior and added the requirement to the behavior but know matter what requirement I put the units always die as soon as the game starts?? any idea why??
@juice950: Go how's the requirement set? Is the suicide effect in the expire field?
@SoulFilcher: Go
I put my suicide in: Behavior acquired player as suicide/source my requirements are under use count upgrade/my upgrade/complete doing this nothing happens, so I added to effect to: effect initial suicide and the units die as soon as the game starts??? and I added my behavior to my upgrade
@KingRadical: Go
Hey tried what you said but my units keep dying as soon as the game starts. I made a requirement attached it and still doesn't work. any idea why?
Your requirement needs to point to your upgrade. In behavior, add the suicide effect to the effects -> expire field. Give the behavior a duration 0.02 or anything near it. Set the requirement for your behavior as you said USE -> Count Upgrade. YourUpgrade . Completed.
It should work.
@SoulFilcher: Go
wow dude your a genius all I was missing was that damn 0.02 and it works now :). thanks