hey all, From reading other threads, I know that repairing is done by an effect from the scv "Drain resource cost factor". So, is there any way NOT to use this for repairing and use something else instead?
For example, I want to repair my tank by 1hp/s for 1 mineral/s. However, my tank doesn't have any cost. So this "drain resource cost factor" doesnt really work in my situation.
I am pretty sure that there is an option in a healer create effect to make the cost use vitals(like medic, but could use shield or life too), proportional to unit repair cost (separate from build cost, used by scv/mule) and maybe an option to use resources, but I am not sure.
The repair cost one would work fine, but would require you to make ever unit's repair cost equal to their hit points for it to work.
Thanks for the reply. I've checked the medic's heal ability and yes, there is an option to use vitals and cost. However its still based on a fraction of the cost of the unit. The ability is under Effect - Drain resource cost factor. So, I don't think it will work, unless i am looking at the wrong place.
@DrSuperEvil
Thanks for replying. I haven't tried it yet, but logically speaking it should work. Going to try it now, will post updates. On a side note, Effects - periodic effects. How long does it take for a tick to pass? 1 game second? or ?
Whatever the Effect - Period Durations field is set to. The default is in seconds but it is subject to alterations of the timescale for units it is applied to.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
hey all, From reading other threads, I know that repairing is done by an effect from the scv "Drain resource cost factor". So, is there any way NOT to use this for repairing and use something else instead?
For example, I want to repair my tank by 1hp/s for 1 mineral/s. However, my tank doesn't have any cost. So this "drain resource cost factor" doesnt really work in my situation.
Thanks in advance
@onslaughtbear: Go
I am pretty sure that there is an option in a healer create effect to make the cost use vitals(like medic, but could use shield or life too), proportional to unit repair cost (separate from build cost, used by scv/mule) and maybe an option to use resources, but I am not sure. The repair cost one would work fine, but would require you to make ever unit's repair cost equal to their hit points for it to work.
Try a Create Persistent that periodically uses a Modify Unit effect which has a resource cost.
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
@Ranakastrasz
Thanks for the reply. I've checked the medic's heal ability and yes, there is an option to use vitals and cost. However its still based on a fraction of the cost of the unit. The ability is under Effect - Drain resource cost factor. So, I don't think it will work, unless i am looking at the wrong place.
@DrSuperEvil Thanks for replying. I haven't tried it yet, but logically speaking it should work. Going to try it now, will post updates. On a side note, Effects - periodic effects. How long does it take for a tick to pass? 1 game second? or ?
Whatever the Effect - Period Durations field is set to. The default is in seconds but it is subject to alterations of the timescale for units it is applied to.
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