This is my first time ever asking for help on any forum since most topics that I've wanted to find a solution for HAVE a solution out there, but this problem apparently is too specific.
I am trying to make buildings like the Nexus and Gateway gain the reactor ability after a research is done. I have 2 problems so far.
The first problem is buildings constructing 2 units at a time despite only 1 being in the queue (and it also doubles the cost of the unit being produced, for some reason). This ONLY happens if the structure has the custom Queue Buff behavior. They have the requirement of the research being completed, but for some reason, not having the research done only prevents me from doing the thing that buildings with reactors do in that 2 units are trained at once. Even then, after the research is done and the building allows me to see two units being trained at once with the queue of `10, the units are still coming out as 2 per 1 trained and at double the cost.
So my question is... what am I doing wrong? How can I make protoss buildings have the reactor buff without this whole "increasing the cost of the unit but making 2 at once" bug?
(there should be another image showing that 2 units were made at once)
Well, at the moment, I won't have access to my computer with the map and all its files on it for 7 hours, but I can tell you I have modified nothing on the behaviour buff itself besides changing its requirement from needing a completed, attached reactor to researching an upgrade.
I looked at a barracks/factory/starport and saw in their behaviours that there is a behaviour that says "reactor queue buff". What I did was create a new behaviour (copying from the "reactor queue buff" behaviour), then I went into my custom structure and applied the behaviour in its behaviours. If I remove it, the problem of "producing 2 units at once but at double the cost" problem goes away, but then I can't do the whole "produce 2 units at once with a modified queue like a reactor allows for" thing that I want. It DOES successfully open up the queue to producing 2 units at once in the queue and being able to put 10 units into the queue after the research is done. My ONLY issue is that it is producing double the units at double the cost of the units.
When I get home I will also try putting the vanilla reactor queue buff on it to see if it gives me the same bug. But for now, I hope the additional information I'm able to provide helps. :)
Instead of creating a NEW behaviour and copying from "nuclear reactor - queue buff", I literally duplicated the behaviour (and its requirement) and then went into the requirements tab and edited the duplicated requirement to be my research being completed.
If you like, I could try to provide some pictures of it for other people's sake (but I don't know how to embed photos >.>).
This is my first time ever asking for help on any forum since most topics that I've wanted to find a solution for HAVE a solution out there, but this problem apparently is too specific.
I am trying to make buildings like the Nexus and Gateway gain the reactor ability after a research is done. I have 2 problems so far.
The first problem is buildings constructing 2 units at a time despite only 1 being in the queue (and it also doubles the cost of the unit being produced, for some reason). This ONLY happens if the structure has the custom Queue Buff behavior. They have the requirement of the research being completed, but for some reason, not having the research done only prevents me from doing the thing that buildings with reactors do in that 2 units are trained at once. Even then, after the research is done and the building allows me to see two units being trained at once with the queue of `10, the units are still coming out as 2 per 1 trained and at double the cost.
So my question is... what am I doing wrong? How can I make protoss buildings have the reactor buff without this whole "increasing the cost of the unit but making 2 at once" bug?
(there should be another image showing that 2 units were made at once)
Some pictures of how your buff is set up would be more helpful.
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
In reply to DrSuperEvil:
The modified fields of the buff behaviour your reactor adds to the structure.
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
Well, at the moment, I won't have access to my computer with the map and all its files on it for 7 hours, but I can tell you I have modified nothing on the behaviour buff itself besides changing its requirement from needing a completed, attached reactor to researching an upgrade.
I looked at a barracks/factory/starport and saw in their behaviours that there is a behaviour that says "reactor queue buff". What I did was create a new behaviour (copying from the "reactor queue buff" behaviour), then I went into my custom structure and applied the behaviour in its behaviours. If I remove it, the problem of "producing 2 units at once but at double the cost" problem goes away, but then I can't do the whole "produce 2 units at once with a modified queue like a reactor allows for" thing that I want. It DOES successfully open up the queue to producing 2 units at once in the queue and being able to put 10 units into the queue after the research is done. My ONLY issue is that it is producing double the units at double the cost of the units.
When I get home I will also try putting the vanilla reactor queue buff on it to see if it gives me the same bug. But for now, I hope the additional information I'm able to provide helps. :)
No idea why it is causing that. There are no flags anywhere that I know of that should cause that.
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
I've figured it out.
Here is what I did:
Instead of creating a NEW behaviour and copying from "nuclear reactor - queue buff", I literally duplicated the behaviour (and its requirement) and then went into the requirements tab and edited the duplicated requirement to be my research being completed.
If you like, I could try to provide some pictures of it for other people's sake (but I don't know how to embed photos >.>).
So what were the differences field wise?
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