I would advise against using behaviors. If you mean that a unit gets a new behavior for each kill, then the game will lag eventually.
Granted, it would take 500 or 1000+ behaviors at once to cause lag, but still.
What you could try instead is to use upgrades. Make a trigger that increases the level of a kill upgrade by one if the player kills a unit. You can still use requirements with this.
Behaviours only lag if they are in the 10k+ range and have a modification associated with them. Using buffs as a counter does not lag at all.
Requirements can count the number of a unit killed directly using the Unit Count node which is you use a tech alias could encompass all units in your map.
So you would pretty much be using a requirement to adjust buff stacks that a second requirement would be using just to do a task a single requirement could handle by itself. Otherwise use triggers that give a single upgrade when the condition is met.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
hi, im creating a map with buildings to spawn units.
Also the players each have kill stats wich will then apply to the buildings.
The units now are restricted by the amount of kills each player has.
My idea is to set these kills equal to a behavior count wich can be set in a requirement.
But i didnt manage to pull it off.
need help, thanks in advance.
I would advise against using behaviors. If you mean that a unit gets a new behavior for each kill, then the game will lag eventually.
Granted, it would take 500 or 1000+ behaviors at once to cause lag, but still.
What you could try instead is to use upgrades. Make a trigger that increases the level of a kill upgrade by one if the player kills a unit. You can still use requirements with this.
In reply to Forge_User_24010345:
Behaviours only lag if they are in the 10k+ range and have a modification associated with them. Using buffs as a counter does not lag at all.
Requirements can count the number of a unit killed directly using the Unit Count node which is you use a tech alias could encompass all units in your map.
So you would pretty much be using a requirement to adjust buff stacks that a second requirement would be using just to do a task a single requirement could handle by itself. Otherwise use triggers that give a single upgrade when the condition is met.
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