So I`m having an issue where in a game type I`m working on the research abilities are hosted on a unit instead of a building. The problem is it appears that any research ability causes a state where the building or unit which started the upgrade can not move while the research ability is working. So say you have a marine who can also upgrade Weapons 1 for himself. By default it appears he has to remain still while researching.
Now if this is hard coded is there a way to do this with other ability types/behaviours etc? If so can you organize them via sub menu on the command to allow for many upgrades?
Beyond those options I could use triggers. Now if you use triggers, you would use dummy upgrades which trigger events which give the real upgrade. After that how can you remove/alter command card contents to simulate a normal upgrade system? Is there a trigger, or would it have to be some sort of requirement thing?
Seperately is it possible to have something use multiple concurrent research ability commands (eg Research Weapons 1 and Armor 1) just via Data?
Not sure if there is a flag you can untick, maybe channelling? Somewhere for the research ability.
Alternatively:
Give the unit an instant effect ability that costs the amount the research should cost.
Make this ability apply a Buff (behaviour) to the unit for 60 seconds, or however long you want the upgrade to take.
When this Buff expires, you can make it apply another buff (that controls what the upgrade effects) which lasts forever.
I used this system in a map I abandoned ages ago. Each unit had the ability to be 'upgraded' or 'levele'd' uniquely. All upgrades costed certain amounts of vespene and took varying amounts of time. And you can effect anything from what weapons a unit uses, how fast it moves, it's base stats etc...
I will check for flags. Something like the latter might work, but how can I alter the command card after the ability is used to update and show the next upgrade for a Weapons Level 1, 2, 3 type series?
Unfortunately command cards are quite limited in how they can be altered on the fly.
I would use a sub-menu and put all upgrades available on that (up to a possible maximum of 12). I would give each upgrade a 'Charge', so that it can only be used once (or three times as the case may be for weapons/armour). You can find out more about 'Charges' under the Ability>Cost field, and take a look at how Vulture - Spider Mines operate.
Hi,
So I`m having an issue where in a game type I`m working on the research abilities are hosted on a unit instead of a building. The problem is it appears that any research ability causes a state where the building or unit which started the upgrade can not move while the research ability is working. So say you have a marine who can also upgrade Weapons 1 for himself. By default it appears he has to remain still while researching.
Now if this is hard coded is there a way to do this with other ability types/behaviours etc? If so can you organize them via sub menu on the command to allow for many upgrades?
Beyond those options I could use triggers. Now if you use triggers, you would use dummy upgrades which trigger events which give the real upgrade. After that how can you remove/alter command card contents to simulate a normal upgrade system? Is there a trigger, or would it have to be some sort of requirement thing?
Seperately is it possible to have something use multiple concurrent research ability commands (eg Research Weapons 1 and Armor 1) just via Data?
@megabuster33: Go
Not sure if there is a flag you can untick, maybe channelling? Somewhere for the research ability.
Alternatively:
Give the unit an instant effect ability that costs the amount the research should cost.
Make this ability apply a Buff (behaviour) to the unit for 60 seconds, or however long you want the upgrade to take.
When this Buff expires, you can make it apply another buff (that controls what the upgrade effects) which lasts forever.
I used this system in a map I abandoned ages ago. Each unit had the ability to be 'upgraded' or 'levele'd' uniquely. All upgrades costed certain amounts of vespene and took varying amounts of time. And you can effect anything from what weapons a unit uses, how fast it moves, it's base stats etc...
I will check for flags. Something like the latter might work, but how can I alter the command card after the ability is used to update and show the next upgrade for a Weapons Level 1, 2, 3 type series?
@megabuster33: Go
Unfortunately command cards are quite limited in how they can be altered on the fly.
I would use a sub-menu and put all upgrades available on that (up to a possible maximum of 12). I would give each upgrade a 'Charge', so that it can only be used once (or three times as the case may be for weapons/armour). You can find out more about 'Charges' under the Ability>Cost field, and take a look at how Vulture - Spider Mines operate.
Use the Transient flag to allow movement. You are thinking of the Specialize ability since upgrades are global.
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