In my map I have a production facility that can load a unit called an "outfit mechanic". They serve to "build" units (a behaviour is simply applied to the production facility that allows units to be built), and recruits are loaded into the facility as another requirement to build units. Now when the recruit is loaded, he will be killed upon getting loaded and add a recruit behaviour that is consumed depending on the food of the built unit.
However, my problem is a very trivial one; I want to keep loading recruits into the production facility even when the maximum number of mechanics has been loaded. Of course the recruit would be the only one that can bypass the cargo space requirement.
I tried thinking of a solution to this problem in data, but could not figure out how to do it. Of course this is only a minor inconvenience, and I can simply make an odd amount of maximum cargo space in the production facility and have each mechanic take an even amount of cargo space to load, which would do the trick, albeit it's kind of a sketchy solution.
I haven't tried looking for a solution in triggers, but I might simply have it so that whenever a recruit wants to load, or is very close to the facility, the cargo space is temporarily expanded. However, I have not made any attempts so far, but I'm mainly wondering if there is a way to accomplish this in data?
One of the solutions that I tried implementing was actually having 2 load abilities, but you're saying have one activated and the other deactivated? When I tried doing it the first time, I noticed that units can't handle more than 1 transport ability, so that effort proved fruitless. Would I have to toggle the activation state of one of them at any point or simply set them as activated and deactivated?
In my map I have a production facility that can load a unit called an "outfit mechanic". They serve to "build" units (a behaviour is simply applied to the production facility that allows units to be built), and recruits are loaded into the facility as another requirement to build units. Now when the recruit is loaded, he will be killed upon getting loaded and add a recruit behaviour that is consumed depending on the food of the built unit.
However, my problem is a very trivial one; I want to keep loading recruits into the production facility even when the maximum number of mechanics has been loaded. Of course the recruit would be the only one that can bypass the cargo space requirement.
I tried thinking of a solution to this problem in data, but could not figure out how to do it. Of course this is only a minor inconvenience, and I can simply make an odd amount of maximum cargo space in the production facility and have each mechanic take an even amount of cargo space to load, which would do the trick, albeit it's kind of a sketchy solution.
I haven't tried looking for a solution in triggers, but I might simply have it so that whenever a recruit wants to load, or is very close to the facility, the cargo space is temporarily expanded. However, I have not made any attempts so far, but I'm mainly wondering if there is a way to accomplish this in data?
@AlphaTiberius: Go
2 load abilities, one is activated and one deactivated
One of the solutions that I tried implementing was actually having 2 load abilities, but you're saying have one activated and the other deactivated? When I tried doing it the first time, I noticed that units can't handle more than 1 transport ability, so that effort proved fruitless. Would I have to toggle the activation state of one of them at any point or simply set them as activated and deactivated?
Look at command center transport ability that can only load SCVs.
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