The picture below shows my "Carrier" unit with it's "Interceptors," I will now call these Commander and Marines.
The Commander is able to load as cargo. The unit with the cargo load/unload ability (ie Medivac, Dropship) disables the Commander's Arm Magazine ability when it is loaded. This kills all of the Marines and prevents the Commander from producing more while it is loaded as cargo. If this behaviour wasn't in place, then the Marines would stay on the map (on foot) and walk towards their Commander....who is in the dropship half a continent away. That also means, currently, whenever my Commanders enter a dropship and then exits, I have to wait for all of the Marines to be re-made. I want to mitigate this wait time.
How can I make a behaviour/buff that adds more units to the Commander's arm magazine ability when it disembarks? I know where to attach it, I just don't know how to add more units to an magazine ability. Thank you!
My Troop Commander uses a Hanger/Arm Magazine ability to spawn Marines. This allows 1 Commander to issue orders to all of the Marines it generates.
When the Commander loads into a Dropship, the Load/Unload ability of that Dropship has a "Hide Marine" behavior....however instead of hiding the Marines it just disables the Commander's Hanger/Arm Magazine ability...I just called it a "hide" behavior and this simply kills all of those marines. Which is fine.
That means when the Commander leaves the Dropship, it has to wait and respawn every Marine (costs 5 hp every 5 seconds to spawn 2 marines) which means if a Commander has 20 marines that follow it (external) I will have to wait a whole minute after leaving the dropship just to have all of my troops again, not including the Hp cost of producing the unit.
The only work around that I can think for this, is to add to your commander an ability named "Recall Marine", which causes the caster to do a search area effect that applies a buff named "resummon" to the magazine marines in area around the caster or around target point, using a unit type validators in the apply buff effect to only apply this buff to magazine marines. The "resummon buff" needs to have a kill effect that kills the marine as an initial effect and also have an effect in the death response subsection under the combat modifications section of that buff's modification section that applies 1 stack of another buff named "fast summon" to the caster. The buff "fast summon" needs to have a maximum of 20 stacks. Now here is the trick, you need to go to your arm magazine ability and add a set effect to the "call down effect" field of that ability, the "call down effect" is an effect that is used whenever you use the magazine ability. The set needs to have a validator the three effects. The validator is a unit behavior count validator that needs to check if the caster unit has 1 or more stacks of "fast summon". Then, add the following effects to the set effect you added to the "call down effect" field:
1. A remove behavior effect that removes 1 stack of "fast summon" buff from the caster.
2. A modify unit effect that restores life, energy, shields to the caster equal to the cost of using the arms magazine ability.
3. A modify unit effect that resets the cooldown of the arms magazine ability. To do this create a modify unit effect, go to the cost section, add a new entry, the select the "cost" subsection and select in the ability field the name of your arm magazine ability and its command button, set all cooldown fields within the "cost" subsection to zero. The select the subsection named (None) and set the cooldown operation to "Set".
What all this will do is the following:
The commander uses recall ability in an area killing all magazine marines in the area of effect, and each dying marine adds 1 stack of the "fast summon" buff to the caster giving him a number of stacks equal to the number of marines killed.
Then whenever the Commander uses the arms magazine ability, if he has any stacks of the "fast summon" buff, after using the ability he will regain the stats he spends summoning the marines back and reset the cooldown of the ability to use it again and again as long as he has any stacks of the fast summon buff, but when he loses all stacks the ability goes back to working as normal.
This allows you to "recall" the marines, before loading your commander into a Dropship and then after he lands from the Dropship he can quickly resummon all the marines that were previously "recalled" at any time.
Well this work around took me a lot of time to think, so I won't elaborate any further. It may not be what you are looking for but if it works for you and you have any doubts about what I mentioned about abilities, effects, buffs or validators check the sc2mapster wikia section related to editor data where everything is explained in great detail, I leave some relevant links below.
The picture below shows my "Carrier" unit with it's "Interceptors," I will now call these Commander and Marines.
The Commander is able to load as cargo. The unit with the cargo load/unload ability (ie Medivac, Dropship) disables the Commander's Arm Magazine ability when it is loaded. This kills all of the Marines and prevents the Commander from producing more while it is loaded as cargo. If this behaviour wasn't in place, then the Marines would stay on the map (on foot) and walk towards their Commander....who is in the dropship half a continent away. That also means, currently, whenever my Commanders enter a dropship and then exits, I have to wait for all of the Marines to be re-made. I want to mitigate this wait time.
How can I make a behaviour/buff that adds more units to the Commander's arm magazine ability when it disembarks? I know where to attach it, I just don't know how to add more units to an magazine ability. Thank you!
Bumping for visibility.
My Troop Commander uses a Hanger/Arm Magazine ability to spawn Marines. This allows 1 Commander to issue orders to all of the Marines it generates.
When the Commander loads into a Dropship, the Load/Unload ability of that Dropship has a "Hide Marine" behavior....however instead of hiding the Marines it just disables the Commander's Hanger/Arm Magazine ability...I just called it a "hide" behavior and this simply kills all of those marines. Which is fine.
That means when the Commander leaves the Dropship, it has to wait and respawn every Marine (costs 5 hp every 5 seconds to spawn 2 marines) which means if a Commander has 20 marines that follow it (external) I will have to wait a whole minute after leaving the dropship just to have all of my troops again, not including the Hp cost of producing the unit.
What is a workaround for this?
The only work around that I can think for this, is to add to your commander an ability named "Recall Marine", which causes the caster to do a search area effect that applies a buff named "resummon" to the magazine marines in area around the caster or around target point, using a unit type validators in the apply buff effect to only apply this buff to magazine marines. The "resummon buff" needs to have a kill effect that kills the marine as an initial effect and also have an effect in the death response subsection under the combat modifications section of that buff's modification section that applies 1 stack of another buff named "fast summon" to the caster. The buff "fast summon" needs to have a maximum of 20 stacks. Now here is the trick, you need to go to your arm magazine ability and add a set effect to the "call down effect" field of that ability, the "call down effect" is an effect that is used whenever you use the magazine ability. The set needs to have a validator the three effects. The validator is a unit behavior count validator that needs to check if the caster unit has 1 or more stacks of "fast summon". Then, add the following effects to the set effect you added to the "call down effect" field:
1. A remove behavior effect that removes 1 stack of "fast summon" buff from the caster.
2. A modify unit effect that restores life, energy, shields to the caster equal to the cost of using the arms magazine ability.
3. A modify unit effect that resets the cooldown of the arms magazine ability. To do this create a modify unit effect, go to the cost section, add a new entry, the select the "cost" subsection and select in the ability field the name of your arm magazine ability and its command button, set all cooldown fields within the "cost" subsection to zero. The select the subsection named (None) and set the cooldown operation to "Set".
What all this will do is the following:
The commander uses recall ability in an area killing all magazine marines in the area of effect, and each dying marine adds 1 stack of the "fast summon" buff to the caster giving him a number of stacks equal to the number of marines killed.
Then whenever the Commander uses the arms magazine ability, if he has any stacks of the "fast summon" buff, after using the ability he will regain the stats he spends summoning the marines back and reset the cooldown of the ability to use it again and again as long as he has any stacks of the fast summon buff, but when he loses all stacks the ability goes back to working as normal.
This allows you to "recall" the marines, before loading your commander into a Dropship and then after he lands from the Dropship he can quickly resummon all the marines that were previously "recalled" at any time.
Well this work around took me a lot of time to think, so I won't elaborate any further. It may not be what you are looking for but if it works for you and you have any doubts about what I mentioned about abilities, effects, buffs or validators check the sc2mapster wikia section related to editor data where everything is explained in great detail, I leave some relevant links below.
https://sc2mapster.fandom.com/wiki/Data/Abilities/Arm_Magazine
https://sc2mapster.fandom.com/wiki/Data/Effects
https://sc2mapster.fandom.com/wiki/Data/Behaviors
https://sc2mapster.fandom.com/wiki/Data/Validators