I'm trying to make a set of 6 or so identical units, each which can only attack units with a certain attribute, say robotic. However because I'll have other sets of units too I'll need more attributes than there are.
Is there any way I can create custom attributes/buffs/whatever and modify the units so that each of the 6 units can only attack another unit with that particular attribute?
Sadly we cant add custom attributes right now. :-(
BUT we do have ways to change the names of the current ones, using the text editor. I believe there are about 8 attributes you can rename, so those should be enough?
It should be enough if I also change the unit's owners to keep them from attacking things they shouldn't. I was hoping there was a simpler way to do it but from other posts I've seen I don't think there is.
I'm trying to make a set of 6 or so identical units, each which can only attack units with a certain attribute, say robotic. However because I'll have other sets of units too I'll need more attributes than there are.
Is there any way I can create custom attributes/buffs/whatever and modify the units so that each of the 6 units can only attack another unit with that particular attribute?
Sadly we cant add custom attributes right now. :-(
BUT we do have ways to change the names of the current ones, using the text editor. I believe there are about 8 attributes you can rename, so those should be enough?
It should be enough if I also change the unit's owners to keep them from attacking things they shouldn't. I was hoping there was a simpler way to do it but from other posts I've seen I don't think there is.
You could always make fussy filters that need exact combinations of units to hit like required to be massive and robotic.
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
You could possibly also make a ton of behaviors and validators (Assuming that weapons use validators, never checked)
@DrSuperEvil: GoThat seems to work fine, thanks alot.