I realize in hindsight the best way to do this would be to use the custom resource option since you can do it all with DATA. However, in my map the custom resource is not available since I'm using it for something else so therefore I would like a trigger solution.
My idea is this:
I have various research and upgrade options. Besides the custom resource and terrazine cost, I want a 3rd cost which I call "Research Talent". I need a concise trigger solution to track the players remaining talents and then when they run out disable all their research options (Disabling and tracking available talents is the easy part. But setting up a trigger system to track what type of upgrade was researched is trickier since there are dozens of research options available, all with varying costs and I don't want to create a whole bunch of "If then else" statements. I think I have about 35-40 possible options all with different costs that I need to subtract from the players "Talent Pool", after they've completed their research or upgrade.
Sorta sounds like you want to use charge based abilities. You can set them to be on the player as a whole, then give the different researches the same cooldown link. Should work.
Ah yes! As I was searching for my own solution I recently started messing around with charges. Seems if I put charges on every available upgrade and set them all to the same value I can get it to work that way! Then I can use triggers to display the players current remaining "research Talents". Very nice indeed!
I realize in hindsight the best way to do this would be to use the custom resource option since you can do it all with DATA. However, in my map the custom resource is not available since I'm using it for something else so therefore I would like a trigger solution.
My idea is this:
I have various research and upgrade options. Besides the custom resource and terrazine cost, I want a 3rd cost which I call "Research Talent". I need a concise trigger solution to track the players remaining talents and then when they run out disable all their research options (Disabling and tracking available talents is the easy part. But setting up a trigger system to track what type of upgrade was researched is trickier since there are dozens of research options available, all with varying costs and I don't want to create a whole bunch of "If then else" statements. I think I have about 35-40 possible options all with different costs that I need to subtract from the players "Talent Pool", after they've completed their research or upgrade.
Sorta sounds like you want to use charge based abilities. You can set them to be on the player as a whole, then give the different researches the same cooldown link. Should work.
Ah yes! As I was searching for my own solution I recently started messing around with charges. Seems if I put charges on every available upgrade and set them all to the same value I can get it to work that way! Then I can use triggers to display the players current remaining "research Talents". Very nice indeed!
I would use buff stacks on a dummy unit at 0, 0 coords.
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