What does MatrixOverload have to do with anything?
The good/bad state are just signals used to determine what animation and sound to play. The animation played does the red/green colour change. Would need to experiment with team colours if the model is capable of having other colours. The signals are probably sent by the triggers.
The ability on the lock is a morph to making the lock lower itself like the supply depot.
Abilities and Buff behaviours can be made to show a progress bar. The UI: Display Progress/Countdown fields are what you need. Alternatively you could use a Model type actor like the SJ Cloaked Mine Timer.
My Ownership Changer demo map under my data assets has all the basics of the system you want except it would require the addition of a Buff behaviour or you could just use an autocast Effect - Instant ability. Depends how many players/teams you plan on having.
Alternatively it does not even need to change owners and could just use buffs to count who currently controls the lock. Will individuals be able to capture the lock or will it need x units or more than one player (like the coop)?
I was just having an example that's simular with this mechanism (that activates if a unit enters a specific area)..or I've mistaken
My question might be hard to get the point of the problem I'm having, but now I knew what this 'state' actor does.
I've got what this abil on the lock does now.
Do you mean the Buff behavior's limited time? (It's a little hard to understand as I'm using a galaxyeditor with different language) The time bar Infested terrans have?
Your Ownership Changer map seems very useful to me, thanks.
Using buffs who gains control of this lock? Yes, I would like to have this lock able to be captured by an individual,
if Team A's unit captures the lock, it turns green
if Team B's unit captures the lock, it turns red
There are three methods to activate something on proximity. You can use an autocast Effect - Instant ability (like the pickup resources), a Search Area effect or an Ennumerate Area validator.
That is correct. Like the infested terrans show a bar you can make Buff behaviours act as a counter and you can make them count up instead of down using a flag.
Check out my other data assets although many are still not updated from liberty so have been partially broken by patches.
Pity they removed validation of specific player slots (poor map makers kept abusing the Click Response behaviour if they were the hosting player). Therefore you can only have it go from ally to enemy and not from npc team player to npc team player without triggers.
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