I have 2 units. 1 is a Master control unit which has an energy supply. The other is a unit with an Effect Target Ability which drains the energy from the Master Control unit.
Energy Drain is easy. I use a large search which targets the Master Control Unit and then, drains its energy. The difficult part is making it so once the Master Control Unit has insufficient energy then you cannot use the Effect Target ability on the other unit.
Why not use a Create Persistent effect and make it a passive without the periodic search? Use a Unit Compare Vitals validator. If the master unit spawns the slave unit you can then use that effect tree to apply the energy transfer and validate using previous effects in the effect tree.
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This requires the master unit to spawn the slave unit. The master unit does not create / spawn the slave unit, although I do see your point and the advantage of having the master unit create the slave unit.
Builders spawn the slave units. Builders can be destroyed. They are strategic targets. The master unit is the "energy core" of the entire player / base. Energy runs out, slave units abilities should be disabled until sufficient energy is regained.
Well, i didn't really understand it, but if i get it correctly, you need to make it more difficult than a simple validator check. I think you need a search for slaves, issue order for slaves, a new ability for slaves, and use the normal caster validator on the slaves' new ability.
If you could share some images about it or something that could help (with red arrows and stuff to make things obvious).
Then get the master unit to cast an ability on the slave for the same linkage.
I would just use a Player Requirement validator that uses a Requirement which counts a Buff behaviour owned by the player. The buff is disabled if the unit with it has no energy (master).
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Thanks guys..... Your posts also gave me another idea to use an enumerate area validator to check the master units attributes. I use a behavior on the master that is disabled until the master runs out of required energy then simply enables a free attribute I don't need which locks out all the slave units from using the ability.
Thank you!
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I have 2 units. 1 is a Master control unit which has an energy supply. The other is a unit with an Effect Target Ability which drains the energy from the Master Control unit.
Energy Drain is easy. I use a large search which targets the Master Control Unit and then, drains its energy. The difficult part is making it so once the Master Control Unit has insufficient energy then you cannot use the Effect Target ability on the other unit.
Caster Energy
Why not use a Create Persistent effect and make it a passive without the periodic search? Use a Unit Compare Vitals validator. If the master unit spawns the slave unit you can then use that effect tree to apply the energy transfer and validate using previous effects in the effect tree.
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
This requires the master unit to spawn the slave unit. The master unit does not create / spawn the slave unit, although I do see your point and the advantage of having the master unit create the slave unit.
Builders spawn the slave units. Builders can be destroyed. They are strategic targets. The master unit is the "energy core" of the entire player / base. Energy runs out, slave units abilities should be disabled until sufficient energy is regained.
Well, i didn't really understand it, but if i get it correctly, you need to make it more difficult than a simple validator check. I think you need a search for slaves, issue order for slaves, a new ability for slaves, and use the normal caster validator on the slaves' new ability.
If you could share some images about it or something that could help (with red arrows and stuff to make things obvious).
Then get the master unit to cast an ability on the slave for the same linkage.
I would just use a Player Requirement validator that uses a Requirement which counts a Buff behaviour owned by the player. The buff is disabled if the unit with it has no energy (master).
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
Thanks guys..... Your posts also gave me another idea to use an enumerate area validator to check the master units attributes. I use a behavior on the master that is disabled until the master runs out of required energy then simply enables a free attribute I don't need which locks out all the slave units from using the ability.
Thank you!