I made the Infestor's "fungal growth" ability transform marines on low health into swarm eggs, which then hatch into infested terrans. While this happens, a behaviour is permanently applied to the infested swarm egg which makes it switch to the team of the infestor.
The problem with this approach is that the infested terran which has switched to the zerg's team doesn't actually receive upgrades from the zerg player. If the zerg player has researched the burrow ability, the infested terran won't have access to it. It also won't receive carapace/missile upgrades. Any ideas on how I could fix this?
That's unfortunately more complicated than it should be.
We all would like a field in upgrades that allows transfer.
Make sure the upgrade includes the expected unit to affect.
Two possible solutions to test.
- DATA EDITOR -
What you can try is to create an Effect of type "Modify Player" :
- Set upgrades you want to change.
- Set the value "-1" to decrease the level and the value "1" to increase. The value "0" has no effect.
- Set the correct value to the field "Player".
Note : An upgrade is considered "Researched" when its level is strictly greater than 0. Cannot be strictly lesser than 0.
So when your Marine is transferred and become an Infested Marine, you execute that effect above that decrease the level then you execute an opposite effect that increase the level.
Advanced tips :
- Must be executed if the upgrade has been researched : Use a Validator of type "Player Requirement" to do that.
- Must be precise and specific to the transferred unit (thus, specific upgrades). Don't create a generic effect that check all upgrades, that's pointless.
- Same process for upgrades with levels. So one effect for each level.
- The execution order is important !
- TRIGGER EDITOR -
That will basically be the same idea than above.
EVENTS :
- Use a trigger with an event that catches Owner Changes.
CONDITIONS :
- Validate the triggering unit type.
ACTIONS :
- If the upgrade is researched then set to 0 then set to 1 for the owner the triggering unit.
That should be all.
Reminder : Trigger solutions MUST BE integrated when you have depleted all Data solutions.
I made the Infestor's "fungal growth" ability transform marines on low health into swarm eggs, which then hatch into infested terrans. While this happens, a behaviour is permanently applied to the infested swarm egg which makes it switch to the team of the infestor.
The problem with this approach is that the infested terran which has switched to the zerg's team doesn't actually receive upgrades from the zerg player. If the zerg player has researched the burrow ability, the infested terran won't have access to it. It also won't receive carapace/missile upgrades. Any ideas on how I could fix this?
Hello,
That's unfortunately more complicated than it should be.
We all would like a field in upgrades that allows transfer.
Make sure the upgrade includes the expected unit to affect.
Two possible solutions to test.
- DATA EDITOR -
What you can try is to create an Effect of type "Modify Player" :
- Set upgrades you want to change.
- Set the value "-1" to decrease the level and the value "1" to increase. The value "0" has no effect.
- Set the correct value to the field "Player".
Note : An upgrade is considered "Researched" when its level is strictly greater than 0. Cannot be strictly lesser than 0.
So when your Marine is transferred and become an Infested Marine, you execute that effect above that decrease the level then you execute an opposite effect that increase the level.
Advanced tips :
- Must be executed if the upgrade has been researched : Use a Validator of type "Player Requirement" to do that.
- Must be precise and specific to the transferred unit (thus, specific upgrades). Don't create a generic effect that check all upgrades, that's pointless.
- Same process for upgrades with levels. So one effect for each level.
- The execution order is important !
- TRIGGER EDITOR -
That will basically be the same idea than above.
EVENTS :
- Use a trigger with an event that catches Owner Changes.
CONDITIONS :
- Validate the triggering unit type.
ACTIONS :
- If the upgrade is researched then set to 0 then set to 1 for the owner the triggering unit.
That should be all.
Reminder : Trigger solutions MUST BE integrated when you have depleted all Data solutions.
Have a nice day.
that is COOL by the way.