Hi,
I've started a sc2 arcade map recently and I'm having a problem. I have a neutral shop (just like the ones in wc3, once you go near it with your hero you can purchase) that sells both items and upgrades. The problem is that when I buy an upgrade (say a simple Combat shield) my marines won't get affected by the upgrade. Instead, if I set the shop to be owned by me (say player 1) then the upgrade takes effect. The downside of this solution is that I loose the ability to buy only when the Hero is near: in fact I am able to purchase from the other side of the map and the item will simply drop on the ground (even tough it was set to not droppable...). Any suggestions on a workaround or a fix?
Depends on how you set up the "upgrade". Sounds like the sold item still belongs to the neutral player, and thus researches the upgrade for them.
For single-player shops you can shut them down through a buff when no hero is near, this will allow allies to buy from across the map though.
I don't know how the various "mind control" methods work regarding upgrade research, but you could try applying one on the item. Or spawn the item through a Create Unit effect or the like, which allows you to explicitly state an owning player.
Alternatively you could just run a trigger that detects the purchase and give the upgrade to the purchasing player.
Solved by selling the upgrades in a shop controlled by the user (it does not matter the vicinity of the hero to the shop of the upgrades) while the item shop is only accessible when an hero is nearby :)
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Hi, I've started a sc2 arcade map recently and I'm having a problem. I have a neutral shop (just like the ones in wc3, once you go near it with your hero you can purchase) that sells both items and upgrades. The problem is that when I buy an upgrade (say a simple Combat shield) my marines won't get affected by the upgrade. Instead, if I set the shop to be owned by me (say player 1) then the upgrade takes effect. The downside of this solution is that I loose the ability to buy only when the Hero is near: in fact I am able to purchase from the other side of the map and the item will simply drop on the ground (even tough it was set to not droppable...). Any suggestions on a workaround or a fix?
Depends on how you set up the "upgrade". Sounds like the sold item still belongs to the neutral player, and thus researches the upgrade for them.
For single-player shops you can shut them down through a buff when no hero is near, this will allow allies to buy from across the map though.
I don't know how the various "mind control" methods work regarding upgrade research, but you could try applying one on the item. Or spawn the item through a Create Unit effect or the like, which allows you to explicitly state an owning player.
Alternatively you could just run a trigger that detects the purchase and give the upgrade to the purchasing player.
Solved by selling the upgrades in a shop controlled by the user (it does not matter the vicinity of the hero to the shop of the upgrades) while the item shop is only accessible when an hero is nearby :)