I'm trying to make the new LotV Warp In mechanic in the editor (i.e. where the warp-in takes 2 sends when the pylon is in range of a Nexus/WG and 16 when it is not.)
I haven't managed to think of a way to do it just in the data editor. I don't think it's feasible to make them two separate abilities, because then they'd be called by different buttons, but the ability doesn't have an effect tree and only one place to enter the warp-in time for each unit.
I feel a little bad mentioning triggers, but since I'm not sure where one would start with data, but I have a very clear idea of a trigger solution, I'll post that here.
I would use the event 'unit construction progress', the condition 'distance between points', and the action 'set unit progress'.
That's a good start, that would let me distinguish between the two types of pylons, but how would I change the warp in time? It's a property of the ability data.
Checking the Pylon condition can be done in many ways. First of all I'd check the "Power Source" behavior itself, it supports multiple power "levels" so maybe you can change those directly (and then read them through validators, this has the advantage of being tied directly to the power field rather than arbitrary Enumerate Area radii or such)
Once you have a working validity check for the faster warp-ins, just apply a buff with Time Scale or Queue Speed (or whatever works on warp-in construction, queue speed is the equivalent for training units), and use the Disable validator field on said buff.
The main problem I see is efficiency, since the quick-n-dirty way would involve pulsing auras with 13+ range.
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Hey everyone.
I'm trying to make the new LotV Warp In mechanic in the editor (i.e. where the warp-in takes 2 sends when the pylon is in range of a Nexus/WG and 16 when it is not.)
I haven't managed to think of a way to do it just in the data editor. I don't think it's feasible to make them two separate abilities, because then they'd be called by different buttons, but the ability doesn't have an effect tree and only one place to enter the warp-in time for each unit.
Any help?
Thanks!
I feel a little bad mentioning triggers, but since I'm not sure where one would start with data, but I have a very clear idea of a trigger solution, I'll post that here.
I would use the event 'unit construction progress', the condition 'distance between points', and the action 'set unit progress'.
I think you need to use an "enumerate area" validator somewhere in there to check for gateway proximity.
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That's a good start, that would let me distinguish between the two types of pylons, but how would I change the warp in time? It's a property of the ability data.
Checking the Pylon condition can be done in many ways. First of all I'd check the "Power Source" behavior itself, it supports multiple power "levels" so maybe you can change those directly (and then read them through validators, this has the advantage of being tied directly to the power field rather than arbitrary Enumerate Area radii or such)
Once you have a working validity check for the faster warp-ins, just apply a buff with Time Scale or Queue Speed (or whatever works on warp-in construction, queue speed is the equivalent for training units), and use the Disable validator field on said buff.
The main problem I see is efficiency, since the quick-n-dirty way would involve pulsing auras with 13+ range.