yep, trigger editor is easy :) but i want to do it completely in the data editor if possible.
another thing, is there a way to change a resource from Raw to harvestable using an effect/behavior/...?
Maybe a bit of an extra info about my first question.
What i want to do is make a resource (using a rock model) that gets smaller when resources get harvested from it, either by scale or by changing the height so it goes through the ground (not sure yet which one, depends on whats possible/works)
another thing, is there a way to change a resource from Raw to harvestable using an effect/behavior/...?
add a ability type , effect instant , link a apply behaviour effect . with a BUFF behaviour , in the modification+ of the behaviour , if you check out the BEHAVIOUR section their should be a flag you can enable to alow it. , then add a time duration or validators if you wana turn it back to w/e
Maybe a bit of an extra info about my first question. What i want to do is make a resource (using a rock model) that gets smaller when resources get harvested from it, either by scale or by changing the height so it goes through the ground (not sure yet which one, depends on whats possible/works)
ill be honest i dunno if you couldget this to work EXACLY like you want with out triggers. i dont think actors can determine how much reseroce has been used , exp: make Templar smaller if he usses XX Energy ( same thing for minerals )
maybe possible to add a behaviour or ability that ONLY activates with a validator that checks ff the nineral field has less then XX minerals left on it , then add 3-4 behaviorus for 3-4 diffrent sizes all link to diffrent amounts ... not sure how else you could do this . or if its even possible.
add a ability type , effect instant , link a apply behaviour effect . with a BUFF behaviour , in the modification+ of the behaviour , if you check out the BEHAVIOUR section their should be a flag you can enable to alow it. , then add a time duration or validators if you wana turn it back to w/e
The Unit Compare Resource Contents validator, the Validate Unit term in actor events and the Behavior - Depletion Variation Count field in the resource behaviour are all you really need. Just look how the mineral field actor does it.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hey guys,
I'm kinda trying to learn some new things with the data editors events and there is something im currieus about.
Is it possible to have events on units like a Mineral Field so that it does something when it gets havested/drops below a rate.
Like change its tint or scale.
I cant seem to be able to get anything to happen to it when it gets harvested
@DragonGuard1989: Go
Event: Unit property (resources) changes
Condition: Unit type of triggering unit = mineral field.
That should fire whenever a mineral field is harvested.
EDIT: Oh this is the Data section.... Ummm...
@grenegg: Go
yep, trigger editor is easy :) but i want to do it completely in the data editor if possible.
another thing, is there a way to change a resource from Raw to harvestable using an effect/behavior/...?
Maybe a bit of an extra info about my first question. What i want to do is make a resource (using a rock model) that gets smaller when resources get harvested from it, either by scale or by changing the height so it goes through the ground (not sure yet which one, depends on whats possible/works)
add a ability type , effect instant , link a apply behaviour effect . with a BUFF behaviour , in the modification+ of the behaviour , if you check out the BEHAVIOUR section their should be a flag you can enable to alow it. , then add a time duration or validators if you wana turn it back to w/e
ill be honest i dunno if you couldget this to work EXACLY like you want with out triggers. i dont think actors can determine how much reseroce has been used , exp: make Templar smaller if he usses XX Energy ( same thing for minerals )
maybe possible to add a behaviour or ability that ONLY activates with a validator that checks ff the nineral field has less then XX minerals left on it , then add 3-4 behaviorus for 3-4 diffrent sizes all link to diffrent amounts ... not sure how else you could do this . or if its even possible.
Cant find it =/
@DragonGuard1989: Go
like i said im not sure if its there , when i get home tonight ill take a look unless some one finds it.
The Unit Compare Resource Contents validator, the Validate Unit term in actor events and the Behavior - Depletion Variation Count field in the resource behaviour are all you really need. Just look how the mineral field actor does it.
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