I'm trying to make the nydus worms like they were in SC1. I can't seem to make it only one exit per nydus. I'm able to make it so that the a nydus exit can't be made if there is an equal amount of exits, but 1 nydus can still have multiple exits. How can I hide the button or disable the button for that nydus when the ability is used?
Actually, the Nydus Transport ability has the flag "Player Hold" checked, and that allows any building/unit with a transport ability with 'Player Hold' able to unload/load units.
IE: Give the overlord "player hold", load up your units in the Nydus, unload them from the overlord.
Unchecking Player Hold from the Nydus Transport basically removes the "tunnel" connecting each Canal/Network.
Hmm, currently I am drawing a blank on a possible work around...
If you mean "only 1 worm per Nydus Network", just place dummy buff or something on the Network and give the "spawn worm" ability a requirement that checks "dummy buff - completed at unit". Then find a way to remove the buff when the worm dies.
To replicate the SC1 Nydus the best solution would probably be to make an exact replica, and use a Teleport Unit effect instead of a transport ability.
The link is easy, as one is created by the other. Have the creation process apply a persistent effect to both the caster and the target (spawned worm), then use these persistent effects as references for the teleport targets ("worm persistent" tp to "network persistent target", "network persistent" tp to "worm persistent target")
Then use periodic offsets or something to prevent sending the units in an infinite loop. Or a behavior that validates TargetIsStationary, then leaves another buff behind for 0.5 seconds or so, both of which prevent the unit from being warped. That's the hard part with this solution, and there's the slight drawback that anything that runs into the nydus gets teleported, even if it wasn't explicitely told to walk into it.
I'm trying to make the nydus worms like they were in SC1. I can't seem to make it only one exit per nydus. I'm able to make it so that the a nydus exit can't be made if there is an equal amount of exits, but 1 nydus can still have multiple exits. How can I hide the button or disable the button for that nydus when the ability is used?
Actually, the Nydus Transport ability has the flag "Player Hold" checked, and that allows any building/unit with a transport ability with 'Player Hold' able to unload/load units.
IE: Give the overlord "player hold", load up your units in the Nydus, unload them from the overlord.
Unchecking Player Hold from the Nydus Transport basically removes the "tunnel" connecting each Canal/Network.
Hmm, currently I am drawing a blank on a possible work around...
If you mean "only 1 worm per Nydus Network", just place dummy buff or something on the Network and give the "spawn worm" ability a requirement that checks "dummy buff - completed at unit". Then find a way to remove the buff when the worm dies.
To replicate the SC1 Nydus the best solution would probably be to make an exact replica, and use a Teleport Unit effect instead of a transport ability.
@Photoloss: Go
That's what I was thinking about doing, but I was hoping there would be an easier way.
If I used a teleport effect I don't think I would be able to link the two nydus worms together very easily.
The link is easy, as one is created by the other. Have the creation process apply a persistent effect to both the caster and the target (spawned worm), then use these persistent effects as references for the teleport targets ("worm persistent" tp to "network persistent target", "network persistent" tp to "worm persistent target")
Then use periodic offsets or something to prevent sending the units in an infinite loop. Or a behavior that validates TargetIsStationary, then leaves another buff behind for 0.5 seconds or so, both of which prevent the unit from being warped. That's the hard part with this solution, and there's the slight drawback that anything that runs into the nydus gets teleported, even if it wasn't explicitely told to walk into it.
@Photoloss: Go Using a buff applied once it has teleported that prevents the reverse would be easier.
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