first: what is a unit specialication? if i want a specific upgrade for a unit (lets say i want to buy grenades only for this special unit), is this a specialication? i would just do it with a normal upgrade and 2 requirements (upgrade on unit requirement).
second: how can i buy a special upgrade for ammunition units? lets say i want 1 carrier to give his interceptors more health... or cloak. but ONLY this carrier and his interceptors. is this possible
and: can i refer somehow on this interceptors with triggers? i know there is a trigger formula where you can check the number of magazine units. but anything else?
1) The Specialize ability is just a multi slot Effect - Instant ability but instead of having levels it can queue effects. Your example would be a specialization. There are always several methods to achieve a goal (eg you could just get the upgrading thing to apply a counter buff used by validators).
2) Not without a workaround as the Arm Magazine recognizes the interceptors as casters of effects from the Effect - Effects field. They are however launched from 0 range so having a Search Area effect on launch smaller than the collision of the carrier on the interceptors can be used to link the two.
3) Dont do triggers, sorry.
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hmm.. the problem is that i have external ammunition. the carrier was just an example ^^
well i found there use magazine effects. but i dont understand them quite well. is there anyone who is familiar with the magazine effects and could help me?
hm i´m not sure if this solves my problem.... lets say: i have a carrier with external ammunition and if i press a button at the command tab of the carrier, all interceptors get e.g. cloaked or invulnerable or something. are you sure this works with a search effect with radius 0? because obviously the ditance is much more...
edit: a search effect with radius 0 did not work at all. i´m sitting here all day long trying to figure out how to solve my problem :(
I have used the Specialize - Command to make individual upgrades. E.g. The Terran research Hull Framework AddOn for there buildings. But these upgrades do nothing directly. They only allow to use a special Specialize - Command (*g*) up to a specific amount. First level research 1x +100 hp, second level research the 2nd and 3rd +100 hp ... and the last / third level research the 4th up to the 6th +100 hp. Each of these Specialize - Command upgrades must be applied individual for each building that should be boosted. That costs some (little) resources and time.
For your carrier upgrade, I would make it this way:
The carriers have ALL the time X types of "ammo" intercepters. But it uses for the players vision only ONE type at a time, disabling the the other by hiding them. If the carrier upgrades, it switches to the next level ammunition. There will only one difficulty: You have to transfer somehow the count of living interceptors for one level to the next. Maybe this could be handled in a fancy actor. But in that topic I am still a bloody noob :o)
The search needs to be slightly greater than 0 and apply a buff to the interceptor using the target of the search as a frame of reference for validation. The buff then uses a periodic set effect that does the various upgrade stuff similar to a personalized aura.
Actors are purely visual. The arm magazine ability has no levels so you would need to disable one and activate another which is highly inefficient, also that would not transfer the ammo units.
hi i have some question which are bothering me:
first: what is a unit specialication? if i want a specific upgrade for a unit (lets say i want to buy grenades only for this special unit), is this a specialication? i would just do it with a normal upgrade and 2 requirements (upgrade on unit requirement).
second: how can i buy a special upgrade for ammunition units? lets say i want 1 carrier to give his interceptors more health... or cloak. but ONLY this carrier and his interceptors. is this possible
and: can i refer somehow on this interceptors with triggers? i know there is a trigger formula where you can check the number of magazine units. but anything else?
thx, cya
1) The Specialize ability is just a multi slot Effect - Instant ability but instead of having levels it can queue effects. Your example would be a specialization. There are always several methods to achieve a goal (eg you could just get the upgrading thing to apply a counter buff used by validators).
2) Not without a workaround as the Arm Magazine recognizes the interceptors as casters of effects from the Effect - Effects field. They are however launched from 0 range so having a Search Area effect on launch smaller than the collision of the carrier on the interceptors can be used to link the two.
3) Dont do triggers, sorry.
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
hmm.. the problem is that i have external ammunition. the carrier was just an example ^^
well i found there use magazine effects. but i dont understand them quite well. is there anyone who is familiar with the magazine effects and could help me?
The principle is the same for an external magazine in that as the unit is created it links to the host unit via the method mentioned.
I am and there is the wiki.
http://www.sc2mapster.com/wiki/galaxy/data/abilities/queueable/arm-magazine/
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
hm i´m not sure if this solves my problem.... lets say: i have a carrier with external ammunition and if i press a button at the command tab of the carrier, all interceptors get e.g. cloaked or invulnerable or something. are you sure this works with a search effect with radius 0? because obviously the ditance is much more...
edit: a search effect with radius 0 did not work at all. i´m sitting here all day long trying to figure out how to solve my problem :(
@PsychoMC: Go
I have used the Specialize - Command to make individual upgrades. E.g. The Terran research Hull Framework AddOn for there buildings. But these upgrades do nothing directly. They only allow to use a special Specialize - Command (*g*) up to a specific amount. First level research 1x +100 hp, second level research the 2nd and 3rd +100 hp ... and the last / third level research the 4th up to the 6th +100 hp. Each of these Specialize - Command upgrades must be applied individual for each building that should be boosted. That costs some (little) resources and time.
For your carrier upgrade, I would make it this way: The carriers have ALL the time X types of "ammo" intercepters. But it uses for the players vision only ONE type at a time, disabling the the other by hiding them. If the carrier upgrades, it switches to the next level ammunition. There will only one difficulty: You have to transfer somehow the count of living interceptors for one level to the next. Maybe this could be handled in a fancy actor. But in that topic I am still a bloody noob :o)
The search needs to be slightly greater than 0 and apply a buff to the interceptor using the target of the search as a frame of reference for validation. The buff then uses a periodic set effect that does the various upgrade stuff similar to a personalized aura.
@JanChris: Go
Actors are purely visual. The arm magazine ability has no levels so you would need to disable one and activate another which is highly inefficient, also that would not transfer the ammo units.
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
thank you so much. it works ! and thank you for the example. i´m not sure if i understood everything but i could implement it in my map. thank you :)