I have a Moba with heros. Each hero has the ability to upgrade their weapons, armor, abilities etc. while in combat. However there is a draw back to this. I want the research to take longer when away from the base. I want to create it so that when the hero returns to base the upgrade speed will triple. Giving incentive to return to base every now and then in addition to healing.
Anyone have any ideas how to do this? I know the Starcraft cheat code catfoodforprawnguns actually has this effect. Though it's like a fast build effect for everything. I figure since Blizzard did it with a cheat code, there's got to be a way to do it for a specific player when he/she brings their hero to a targeted location.
Yes, I'm aware of that feature. The research modules are on each hero in a submenu. But, even if the research modules were all on the "fountain" or "shop" the time scale would still need to change when the hero unit arrived at the "shop". In this case, it would probably need to modify the timescale for the research module only.
Use triggers to apply a behavior when the hero enters town. That behavior increases "rate multiplier array" of "queueable" abilities. Remove the behavior when the hero leaves town.
I have a Moba with heros. Each hero has the ability to upgrade their weapons, armor, abilities etc. while in combat. However there is a draw back to this. I want the research to take longer when away from the base. I want to create it so that when the hero returns to base the upgrade speed will triple. Giving incentive to return to base every now and then in addition to healing.
Anyone have any ideas how to do this? I know the Starcraft cheat code catfoodforprawnguns actually has this effect. Though it's like a fast build effect for everything. I figure since Blizzard did it with a cheat code, there's got to be a way to do it for a specific player when he/she brings their hero to a targeted location.
With triggers I'm not sure, but with the data editor you can create an effect/behavior for the hero that increases the timescale of nearby buildings.
Yes, I'm aware of that feature. The research modules are on each hero in a submenu. But, even if the research modules were all on the "fountain" or "shop" the time scale would still need to change when the hero unit arrived at the "shop". In this case, it would probably need to modify the timescale for the research module only.
Use triggers to apply a behavior when the hero enters town. That behavior increases "rate multiplier array" of "queueable" abilities. Remove the behavior when the hero leaves town.
@TyaStarcraft: Go
That seemed to do the trick. Thanks!