I would like one of my units to grow larger after after doing a specific upgrade (this upgrade can be purchased multiple times to make the unit even larger).
I know I can change the scale of the unit in the actor events, but I'm having trouble thinking of a sufficient validator to make this happen. The closest thing I can find that might work is a unit validator but then I would need to do one seperate validator for every upgrade.
Can anyone think of an efficient way to make this work?
But you cannot do stuff like add scale or set scale dependant on upgrade level. So you would need to add an event for each upgrade level and a validator for each level to chek as well.
But you cannot do stuff like add scale or set scale dependant on upgrade level. So you would need to add an event for each upgrade level and a validator for each level to chek as well.
That's correct, hence my problem. Its looking like I'll just have to tough it out and do an upgrade for every level, but I'm certain there should be a simpler way of doing it without having to duplicate work.
Crusader I'm gonna check out your map tonight, thanks!
Only reason we do alternatives is to avoid lag ingame. You are a map maker do not shirk on old fashioned hard work.
What? Efficiency should always be the priority of any map maker when working with the data or trigger editor. Nobody wants to have to redo work every time they expand on an idea.
I believe this accomplishes what you are looking for efficiently. Hope it's what you wanted.
[Note] The growth variables represent percentage of original size.
I seriously appreciate the effort and time you took to make this for me and I agree that it would work fine for say a hero unit where there is only one. The upgrade I am proposing though needs to effect all units of the same type, hence why its necessary to do via the data editor.
If anyone else has any ideas for doing this in data editor I would appreciate it.
You will need a load of events. Even the assimilator to do a change of one texture or the zergling model swap based on an upgrade needs two events. You will need an Upgrade.Your Tech lvln.add>Set Scale and Actor Creation>Validate Unit (Player Requirement validator linked to a count upgrade requirement)>Set Scale. You will need one of those for each level of your upgrade.
And your miracle validator is the Unit Compare Field validator since that can reference any field of the unit. With your increasing scale I presume you will adjust the collision of the unit (Inner Radius and Radius) via your upgrades so you would just need to make a combine validator that compares the scaled level of your upgrade via Player Requirement and the radius.
I would like one of my units to grow larger after after doing a specific upgrade (this upgrade can be purchased multiple times to make the unit even larger).
I know I can change the scale of the unit in the actor events, but I'm having trouble thinking of a sufficient validator to make this happen. The closest thing I can find that might work is a unit validator but then I would need to do one seperate validator for every upgrade.
Can anyone think of an efficient way to make this work?
I would probably use triggers.
@Kueken531: Go
Triggers wouldn't be able to reliably change the size of the unit without equal amounts of work put into it. Just looking for a simple solution.
@Lucavious: Go
about an hours worth of trigger play produced this:
Link Removed: http://www.mediafire.com/file/bzlg9zpze4azh02/Test - Size Modifying Upgrades.SC2Map
I believe this accomplishes what you are looking for efficiently. Hope it's what you wanted.
[Note] The growth variables represent percentage of original size.
That can be done in actor events:
Upgrade.(YourUpgradeHere).Add
- Set Scale
But you cannot do stuff like add scale or set scale dependant on upgrade level. So you would need to add an event for each upgrade level and a validator for each level to chek as well.
That's correct, hence my problem. Its looking like I'll just have to tough it out and do an upgrade for every level, but I'm certain there should be a simpler way of doing it without having to duplicate work.
Crusader I'm gonna check out your map tonight, thanks!
Only reason we do alternatives is to avoid lag ingame. You are a map maker do not shirk on old fashioned hard work.
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
What? Efficiency should always be the priority of any map maker when working with the data or trigger editor. Nobody wants to have to redo work every time they expand on an idea.
I seriously appreciate the effort and time you took to make this for me and I agree that it would work fine for say a hero unit where there is only one. The upgrade I am proposing though needs to effect all units of the same type, hence why its necessary to do via the data editor.
If anyone else has any ideas for doing this in data editor I would appreciate it.
You will need a load of events. Even the assimilator to do a change of one texture or the zergling model swap based on an upgrade needs two events. You will need an Upgrade.Your Tech lvln.add>Set Scale and Actor Creation>Validate Unit (Player Requirement validator linked to a count upgrade requirement)>Set Scale. You will need one of those for each level of your upgrade.
And your miracle validator is the Unit Compare Field validator since that can reference any field of the unit. With your increasing scale I presume you will adjust the collision of the unit (Inner Radius and Radius) via your upgrades so you would just need to make a combine validator that compares the scaled level of your upgrade via Player Requirement and the radius.
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