No. you can set the amount a transport can carry in its ability somewhere (Sorry, its been roughly 2 years since I last looked at one of those). For example, nydus worms have practically infinite cargo size (And by practically infinite I mean that the only way to max out a nydus worm in a melee game is to make roughly 130 supply of bane/zerglings and put them all in at once, and I'm not entirely sure that would actually max it out though). The UI can't show you more than a certain amount of cargo slots at a time though (can't remember how many)
Ok, just took a look at the bunker ability, these fields will probably interest you:
Field Bunker - Load-Unload (Bunker)
Stats: Cargo Count Maximum 4
Stats: Cargo Size Maximum 2
Stats: Cargo Space 4
@Templarfreak: Go Each transport ability has a field for a behavior that is applied to cargo (like the bunker's range bonus) and another field for a behavior applied to the transport. Create a new buff and add to this field, than you can check for this buff in your requirement.
Er, I'll rephrase that. I mean a requirement for an ability that's for a completely different unit. What I'm attempting to do is re-create the Ghost drop-pod ability in the early alpha versions.
I need this to be done:
The Ghost Academy has at least 1 unit loaded.
Ghost can use Drop-Pod ability, and it drops the unit that is in the Ghost Academy.
If not, then the Ghost can't.
I suppose this would be a bit more complicated for me than I could actually do on my own, like for instance how would I remove the unit from the Ghost Academy after the drop-pod has been dropped, or better yet while it is being dropped?
As soulfilcher said, you can apply behaviors to the transport when a unit is loaded into it. Make a requirement that checks for that behavior (It is possible to check for a total count of behaviors, not only the count on the specific unit, so that shouldn't be a problem) to see if anything is loaded.
Then set the transports abilities unload range to 500.
When you set up the drop pod ability, use a big search area effect to find a ghost academy with a unit in it (use a validator to check for the behavior) and use an issue order effect with "unload" as the order and target the target point of the abilities persistent effect you are using (I take it your drop pod is set up similarly to that of the MULE)
I haven't worked much with transports, but that should probably work.
As soulfilcher said, you can apply behaviors to the transport when a unit is loaded into it. Make a requirement that checks for that behavior (It is possible to check for a total count of behaviors, not only the count on the specific unit, so that shouldn't be a problem) to see if anything is loaded. Then set the transports abilities unload range to 500.
So just to be clear for the requirement would be Type: Count Behavior Alias: (Behavior) State: Total?
When you set up the drop pod ability, use a big search area effect to find a ghost academy with a unit in it (use a validator to check for the behavior) and use an issue order effect with "unload" as the order and target the target point of the abilities persistent effect you are using (I take it your drop pod is set up similarly to that of the MULE) I haven't worked much with transports, but that should probably work.
I'm not sure what you mean by "use a big search area effect" ...I'm pretty new to all this so I don't know everything.
If anyone could break it down for me very easily that'd be appreciated. But I think I'll just go with how it looks in the Terran Reveal Trailer, which just drops 12 Marines. I assume that in the reveal trailer, you prepare it at the Ghost Academy. But I'm just going to make it cost 75 energy.
Again, if you could break it down easily for me it'd be appreciated. ^^
Transport ability has a field that links it to a Use Calldown effect. When unit anywhere on map uses the Use Calldown effect it unloads a unit from the cargo of the nearest unit with the Transport ability.
I'm just curious, is the Cargo-Size limited to 8?
As an added question, how would I make a requirement to make sure at least 1 unit is in a structure?
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@Templarfreak: Go
No. you can set the amount a transport can carry in its ability somewhere (Sorry, its been roughly 2 years since I last looked at one of those). For example, nydus worms have practically infinite cargo size (And by practically infinite I mean that the only way to max out a nydus worm in a melee game is to make roughly 130 supply of bane/zerglings and put them all in at once, and I'm not entirely sure that would actually max it out though). The UI can't show you more than a certain amount of cargo slots at a time though (can't remember how many)
Ok, just took a look at the bunker ability, these fields will probably interest you:
Field Bunker - Load-Unload (Bunker)
Stats: Cargo Count Maximum 4
Stats: Cargo Size Maximum 2
Stats: Cargo Space 4
@Templarfreak: Go Each transport ability has a field for a behavior that is applied to cargo (like the bunker's range bonus) and another field for a behavior applied to the transport. Create a new buff and add to this field, than you can check for this buff in your requirement.
Er, I'll rephrase that. I mean a requirement for an ability that's for a completely different unit. What I'm attempting to do is re-create the Ghost drop-pod ability in the early alpha versions.
I need this to be done:
The Ghost Academy has at least 1 unit loaded. Ghost can use Drop-Pod ability, and it drops the unit that is in the Ghost Academy. If not, then the Ghost can't.
I suppose this would be a bit more complicated for me than I could actually do on my own, like for instance how would I remove the unit from the Ghost Academy after the drop-pod has been dropped, or better yet while it is being dropped?
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
@Templarfreak: Go
As soulfilcher said, you can apply behaviors to the transport when a unit is loaded into it. Make a requirement that checks for that behavior (It is possible to check for a total count of behaviors, not only the count on the specific unit, so that shouldn't be a problem) to see if anything is loaded. Then set the transports abilities unload range to 500.
When you set up the drop pod ability, use a big search area effect to find a ghost academy with a unit in it (use a validator to check for the behavior) and use an issue order effect with "unload" as the order and target the target point of the abilities persistent effect you are using (I take it your drop pod is set up similarly to that of the MULE) I haven't worked much with transports, but that should probably work.
So just to be clear for the requirement would be Type: Count Behavior Alias: (Behavior) State: Total?
I'm not sure what you mean by "use a big search area effect" ...I'm pretty new to all this so I don't know everything.
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Use magazines for this. i ad a barebones version working. lemme look folr it
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@TheAlmaity: Go
Okay, so I think I'm almost there. I have this so far:
Apply Behavior Effect that is "Drop Pod Launch" which is using Unit - Effect - Drop Pod Calldown.
An Issue Order Effect which is the Drop Pod Calldown that has the Unload order.
For the ability, I have this:
Calldown Effect - Drop Pod Calldown.
Effect - Drop Pod Launch.
And I have the Search Effect:
Search Area Effect under Areas I have Area: 0 Arc: 360 Effect: Drop Pod Launch Maximun Count: 1 Radius: 500 Radius Bonus: 0
So anything I'm missing or have done wrong?
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Just use a Use Calldown effect to launch from a Transport ability.
http://www.sc2mapster.com/wiki/galaxy/data/abilities/transport/
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
@DrSuperEvil: Go
That doesn't really help me all that much.
If anyone could break it down for me very easily that'd be appreciated. But I think I'll just go with how it looks in the Terran Reveal Trailer, which just drops 12 Marines. I assume that in the reveal trailer, you prepare it at the Ghost Academy. But I'm just going to make it cost 75 energy.
Again, if you could break it down easily for me it'd be appreciated. ^^
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Transport ability has a field that links it to a Use Calldown effect. When unit anywhere on map uses the Use Calldown effect it unloads a unit from the cargo of the nearest unit with the Transport ability.
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