For my map I'm attempting to use behaviors to increase damage because there are so many units that these upgrades affect. Each behavior stack increases damage by 7.5% and so far it's working perfectly. The problem however is that all units start with one stack of this behavior and essentially get a free upgrade as a result.
Is there any settings in the data editor I can use to have a behavior start at 0 stacks so I can add more through upgrades later?
How do you apply the behavior? Why do your units start with the behavior in the first place, you could just start to apply it, when the upgrade is researched.
- UPGRADE: Player buys the damage upgrade.
- EFFECT: Upgrade updates the effect that adds the behavior stack by +1
- BEHAVIOR: All units made after the upgrade now start with an additional stack of the damage behavior
I'd be happy to find out I'm doing this wrong if there's an easier way. As it stands, I need the behavior on the unit initially so that it's affected by the upgrade.
Where do you execute the effect? In your training ability/create unit effect? In this case, you could just use an apply behavior effect starting at a count of 0.
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For my map I'm attempting to use behaviors to increase damage because there are so many units that these upgrades affect. Each behavior stack increases damage by 7.5% and so far it's working perfectly. The problem however is that all units start with one stack of this behavior and essentially get a free upgrade as a result.
Is there any settings in the data editor I can use to have a behavior start at 0 stacks so I can add more through upgrades later?
How do you apply the behavior? Why do your units start with the behavior in the first place, you could just start to apply it, when the upgrade is researched.
@Kueken531: Go
This is the way I have it setup:
- UPGRADE: Player buys the damage upgrade.
- EFFECT: Upgrade updates the effect that adds the behavior stack by +1
- BEHAVIOR: All units made after the upgrade now start with an additional stack of the damage behavior
I'd be happy to find out I'm doing this wrong if there's an easier way. As it stands, I need the behavior on the unit initially so that it's affected by the upgrade.
Where do you execute the effect? In your training ability/create unit effect? In this case, you could just use an apply behavior effect starting at a count of 0.