Requirements are probably more complicated than actors.. so i ask. Can anyone make a requirement for me that requires the number of units in a cargo ability to be less than the maximum? like, if et cetra has 5 max slot, than the abil wont trigger if it has 5 6 7 + slots left
As far as I know there's no way to count the number of cargo units by using requirements. There's probably a workaround to do what you want though. I guess you could give the unit a behavior and check for it instead.
The method proposed by SoulFilcher is probably the most simple by having a hidden buff on the unit that is enabled via a Unit Compare Cargo validator which your requirement then needs.
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Different requirement. I found a requirement that needs a certain behavior to be "completed" (enabled apparently) . Can i change that to a buff? and can i change it to require a number of the buffs?
k, found how to do everything i need EXCEPT its still only for abil/behavior/upgrade/unit. Hows do i change it to buff!?!?!?!? (lol)
@illidans911: Go All types of behavior count for behavior requirements. If you want to check how many of that buff the unit has you need to use Greater Than; Less Than; and other comparison modes. Then a Count Behavior -> In Progress Or Better At Unit. Then a Constant with the value you want to compare.
@illidans911: Go All types of behavior count for behavior requirements. If you want to check how many of that buff the unit has you need to use Greater Than; Less Than; and other comparison modes. Then a Count Behavior -> In Progress Or Better At Unit. Then a Constant with the value you want to compare.
Hm, thats working now, 2 problems
1. When i have the max amount of units in a bunker, the requirement isnt red and theres a 2 under it (just touchup, make it look nicer) where if i swapped it to a constant there wouldnt b a number and itd be red.
2. In a Transport-type ability, you have the option to add a behavior to the units inside. How do i add more than one? I tried the Behavior type "conjoined" but.... i have no idea how to add behaviors to that. No option.
3. (stfu math) How do i detect if a bunker unloads single unit, unloads all unit, how much cargo it had before it unloaded all, and to kill all unloadeds? (dont need to kill if u can get #2)
@eiviyn gah blocked my post. No, i got it to work and requirement shows Requires : balhbalhb
1- I'm not sure I understand the problem here. So it will turn red right?
2- LOL conjoined isn't for that. The only units I know to use Conjoined behavior are the Dominion Train units. I guess its related to making them do everything together (move, die, play animations).
1- I'm not sure I understand the problem here. So it will turn red right?
2- LOL conjoined isn't for that. The only units I know to use Conjoined behavior are the Dominion Train units. I guess its related to making them do everything together (move, die, play animations).
-.-
1- The requirement works as nessecary for gameplay, except when it doesnt meet the requirement's conditions, the requirement in the tooltip isnt red and theres a 2 under it.
@illidans911: Go Is the '2' red? Here's an interesting info on requirements and how they are displayed in game: The game will show each node separately or you can make related nodes show as only one in game. As an example let's say a unit requires one of 2 buildings, so you would use a "Or" with the 2 'Count Unit' within that "Or". In game you would see the first one, then a -Or-, then the second one. But if you simply add a tooltip for the "Or" requirement such as: "needs building A or building B" you would see that line in red whenever the requirements aren't met.
Well, you may ask why I took the time to explain all that, but I did so because there are interesting ways to choose what exactly will be displayed when requirements aren't met. You don't need to stick to the standard results you got.
@illidans911: Go Is the '2' red? Here's an interesting info on requirements and how they are displayed in game: The game will show each node separately or you can make related nodes show as only one in game. As an example let's say a unit requires one of 2 buildings, so you would use a "Or" with the 2 'Count Unit' within that "Or". In game you would see the first one, then a -Or-, then the second one. But if you simply add a tooltip for the "Or" requirement such as: "needs building A or building B" you would see that line in red whenever the requirements aren't met.
Well, you may ask why I took the time to explain all that, but I did so because there are interesting ways to choose what exactly will be displayed when requirements aren't met. You don't need to stick to the standard results you got.
2. Why you need to add two different behaviours? There is meant to be a way to apply effects to units in a cargo via the Itterate Transport effect but it appears to be broken.
3. You can have a series of mutually disabling/enabling buffs which create binary states and can therefore be converted into a logic gate. This can be used in combination with the Issue Order effect to only unload a single unit at a time via a Unit Compare Order Count or Unit Order Queue validator.
If you told us what you were trying to do in the long run we might be able to give you a simple workaround.
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What will use the requirement? if it is an ability than you can use validators instead of requirements.
The simple way is to use validators,
step 1: make a validator unit compare cargo type. set fields: unit value: caster, compare:equal to(or what ever you like), value: the number of the cargo units.
other option with more modifier options:
step 1: choose a load-unload ability or duplicate a load-unload ability or creat a load-unload ability. Set the maximum cargo unit.
step 2: make 1 buff behavior. Set maximum stack(this should be equal with the maximum cargo unit in the load-unload ability. Set validators remove to Has Cargo.
step 3: make 2 effects, 1 apply behavior effect and 1 remove behavior effect. Set apply behavior effect fields: Set behavior field to the behavior that created in step 2. Set unit value to caster Set remove behavior effect fields: Set behavior field to the behavior that created in step 2. Set unit value to caster
step 4: go to the load unload ability you used earlier and set load cargo effect to apply behavior effect in step 3, and unload cargo effect to remove behavior effect in step 3.
step 5: creat a validator unit compare behavior then set behavior field to the behavior in step 2 set unit value to caster, set value to the number you like or unit compare cargo unit and set the fields like in simple way step 1.
with second way you can add more options that modifies the cargo such as damage modifies, weapon period modifies, and modifie type that behavior could modify.
and final go to the ability you would like to use and set the validator field to the validator in step 5.
example:
If you would like to use requirements because you want to see the red text in tooltip you should make the second option: and experimenting on count behavior
make an and requirement(this requires to make more then one requirements) and make an equals(or greater then or less then or any option that refers to number)a behavior count, , and a constant requirment, that gives the number. This part was not tested with the other parts.
example:
equals
behavior count
behavior(cargo)
constant
0
Summ: the first part is set the behavior count equal to count of the cargo units, so the second part can count the behaviors, and with this count it can refers to the original count of the cargo units.
Originaly my way created for battlecruiser/zeppelin to buff or dubuff it depend on cargo number. So that's why I suggested it, but the Iterate Transport is good for cargo count as well, and need less work time. However it is not solves the original problem that it not shows the requirements in the tooltip, that the author of this topic would like to make, if I understand correctly.
Requirements are probably more complicated than actors.. so i ask. Can anyone make a requirement for me that requires the number of units in a cargo ability to be less than the maximum? like, if et cetra has 5 max slot, than the abil wont trigger if it has 5 6 7 + slots left
As far as I know there's no way to count the number of cargo units by using requirements. There's probably a workaround to do what you want though. I guess you could give the unit a behavior and check for it instead.
@illidans911: Go
not sure about requirements but i know you can use triggers to count them...
what I would suggest is have a trigger use a dummy behavior on the unit to keep track of how many units are in cargo.....
so when the cargo count changes on a unit the trigger sets the number of dummy behaviors on the unit.
then you can make a requirement that is based off the dummy behavior
The method proposed by SoulFilcher is probably the most simple by having a hidden buff on the unit that is enabled via a Unit Compare Cargo validator which your requirement then needs.
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
Hm... not what i wanted.
Different requirement. I found a requirement that needs a certain behavior to be "completed" (enabled apparently) . Can i change that to a buff? and can i change it to require a number of the buffs?
k, found how to do everything i need EXCEPT its still only for abil/behavior/upgrade/unit. Hows do i change it to buff!?!?!?!? (lol)
e/ k. now i feel stupid.
@illidans911: Go All types of behavior count for behavior requirements. If you want to check how many of that buff the unit has you need to use Greater Than; Less Than; and other comparison modes. Then a Count Behavior -> In Progress Or Better At Unit. Then a Constant with the value you want to compare.
Use validators instead.
Hm, thats working now, 2 problems
1. When i have the max amount of units in a bunker, the requirement isnt red and theres a 2 under it (just touchup, make it look nicer) where if i swapped it to a constant there wouldnt b a number and itd be red.
2. In a Transport-type ability, you have the option to add a behavior to the units inside. How do i add more than one? I tried the Behavior type "conjoined" but.... i have no idea how to add behaviors to that. No option.
3. (stfu math) How do i detect if a bunker unloads single unit, unloads all unit, how much cargo it had before it unloaded all, and to kill all unloadeds? (dont need to kill if u can get #2)
@eiviyn gah blocked my post. No, i got it to work and requirement shows Requires : balhbalhb
@illidans911: Go
1- I'm not sure I understand the problem here. So it will turn red right?
2- LOL conjoined isn't for that. The only units I know to use Conjoined behavior are the Dominion Train units. I guess its related to making them do everything together (move, die, play animations).
-.-
1- The requirement works as nessecary for gameplay, except when it doesnt meet the requirement's conditions, the requirement in the tooltip isnt red and theres a 2 under it.
2- Idk, looked like the right behavior.
@illidans911: Go Is the '2' red? Here's an interesting info on requirements and how they are displayed in game: The game will show each node separately or you can make related nodes show as only one in game. As an example let's say a unit requires one of 2 buildings, so you would use a "Or" with the 2 'Count Unit' within that "Or". In game you would see the first one, then a -Or-, then the second one. But if you simply add a tooltip for the "Or" requirement such as: "needs building A or building B" you would see that line in red whenever the requirements aren't met.
Well, you may ask why I took the time to explain all that, but I did so because there are interesting ways to choose what exactly will be displayed when requirements aren't met. You don't need to stick to the standard results you got.
Ty, tooltip fixed it, now i need #2 and 3..
2- The only way I see is to make one of the buffs give the unit the other buff when it is created.
3- I can think of more than 1 way to do that, so why exactly you need to count these?
2. Why you need to add two different behaviours? There is meant to be a way to apply effects to units in a cargo via the Itterate Transport effect but it appears to be broken.
3. You can have a series of mutually disabling/enabling buffs which create binary states and can therefore be converted into a logic gate. This can be used in combination with the Issue Order effect to only unload a single unit at a time via a Unit Compare Order Count or Unit Order Queue validator.
If you told us what you were trying to do in the long run we might be able to give you a simple workaround.
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
What will use the requirement? if it is an ability than you can use validators instead of requirements.
The simple way is to use validators, step 1: make a validator unit compare cargo type. set fields: unit value: caster, compare:equal to(or what ever you like), value: the number of the cargo units.
other option with more modifier options:
step 1: choose a load-unload ability or duplicate a load-unload ability or creat a load-unload ability. Set the maximum cargo unit.
step 2: make 1 buff behavior. Set maximum stack(this should be equal with the maximum cargo unit in the load-unload ability. Set validators remove to Has Cargo.
step 3: make 2 effects, 1 apply behavior effect and 1 remove behavior effect. Set apply behavior effect fields: Set behavior field to the behavior that created in step 2. Set unit value to caster Set remove behavior effect fields: Set behavior field to the behavior that created in step 2. Set unit value to caster
step 4: go to the load unload ability you used earlier and set load cargo effect to apply behavior effect in step 3, and unload cargo effect to remove behavior effect in step 3.
step 5: creat a validator unit compare behavior then set behavior field to the behavior in step 2 set unit value to caster, set value to the number you like or unit compare cargo unit and set the fields like in simple way step 1.
with second way you can add more options that modifies the cargo such as damage modifies, weapon period modifies, and modifie type that behavior could modify.
and final go to the ability you would like to use and set the validator field to the validator in step 5. example:
load-unload (load unload ability)
maximum cargo: 10
load cargo effect: cargo increase(apply behavior effect)
behavior:cargo(buff behavior)
unit value: caster
unload cargo effect: cargo decrease(remove behavior effect)
behavior:cargo(buff behavior)
unit value:caster
If you would like to use requirements because you want to see the red text in tooltip you should make the second option: and experimenting on count behavior make an and requirement(this requires to make more then one requirements) and make an equals(or greater then or less then or any option that refers to number)a behavior count, , and a constant requirment, that gives the number. This part was not tested with the other parts.
example:
equals
behavior count
behavior(cargo)
constant
0
Summ: the first part is set the behavior count equal to count of the cargo units, so the second part can count the behaviors, and with this count it can refers to the original count of the cargo units.
A wild Epic level 100 shiny necromancer appeared!
lol
@ragadozo444: Go
Well three years later Blizzard has fixed the Iterate Transport effect so use that.
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@DrSuperEvil: Go
Originaly my way created for battlecruiser/zeppelin to buff or dubuff it depend on cargo number. So that's why I suggested it, but the Iterate Transport is good for cargo count as well, and need less work time. However it is not solves the original problem that it not shows the requirements in the tooltip, that the author of this topic would like to make, if I understand correctly.
@ragadozo444: Go
Well in the 3 years since the first post they have added the Ability: Load Validators field. Just get that to use a Player Requirement validator.
There is also a Unit Compare Cargo validator.
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
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