You will only need one ability for the long list I gave you, the initial effect will be your Switch Effect, which will in turn use the 3 validators to choose between which of the 3 sets to use, which in turn will use all the Apply Behavior/Remove Behavior Effects and of course the behaviors.
Not really at the editor or anything, but switch effects work much the same way as an if......else if statement. Just look in the portion where it says Effect - Cases - Effect, should be a box in the middle and an Add case button or some sort of add button. All you will need to do is click on that, set validator as Validator A and effect as Set B, then again for Validator B and Set C, and one more time for Validator C and Set A. Switch effects are really simple to use, sure you will think so too after making one or two of them. I find the validators to be more confusing at times, personally.
Order is fairly important, on a second thought the set should actually be add behavior, then remove behavior to avoid any chance of the unit firing in all 3 modes for a moment. The rest is kind of up to you, I gave a working example based on how I started things off, just keep in mind if you change one part, the others may need to reflect this. My suggestion, just do it exactly as I said to start, then when you feel you understand it enough, mess with it to suit your needs, maybe you will feel the need to add a grenade launcher in the future for example.
Well it sounds like you want this unit to have all 3 weapons to begin with, right? If so, I'd start by making the 3 weapons, ensuring they all work how you want them to, then give all 3 to said unit. Forgive the lack of good syntax/wording, but the logic behind it will work :) From here you are going to want 3 behaviors, and said unit should start with Behavior A on him:
Behavior A: Disables Weapon B and Weapon C
Behavior B: Disables Weapon A and Weapon C
Behavior C: Disables Weapon A and Weapon B
That should cover the Behavior setup, but we aren't done yet, we need to make some effects, we'll start with 3 remove behavior effects:
Remove Behavior A: Target Type should be source, removes Behavior A.
Remove Behavior B: Target Type should be source, removes Behavior B.
Remove Behavior C: Target Type should be source, removes Behavior C.
Next we need 3 apply behaviors, very similar:
Apply Behavior A: Target Type should be source, applies Behavior A.
Apply Behavior B: Target Type should be source, applies Behavior B.
Apply Behavior C: Target Type should be source, applies Behavior C.
Next 3 sets, should go something like this:
Set A: Remove Behavior C, Apply Behavior A
Set B: Remove Behavior A, Apply Behavior B
Set C: Remove Behavior B, Apply Behavior C
Getting close to done, but not yet, need 3 validators now:
Validator A: Unit:Source has Behavior A count 1
Validator B: Unit:Source has Behavior B count 1
Validator C: Unit:Source has Behavior C count 1
Final step, we need a switch effect, I forget the exact syntax here, but basically it goes something like:
If Validator A: Use Set B effect
If Validator B: Use Set C effect
If Validator C: Use Set A effect
Clear as mud now right? Just think about it for awhile, see what you can do, that is one way to achieve what you want, at least assuming you want your unit to start with the 3 different guns.
@Alnatair: Go
You will only need one ability for the long list I gave you, the initial effect will be your Switch Effect, which will in turn use the 3 validators to choose between which of the 3 sets to use, which in turn will use all the Apply Behavior/Remove Behavior Effects and of course the behaviors.
@Alnatair: Go
Not really at the editor or anything, but switch effects work much the same way as an if......else if statement. Just look in the portion where it says Effect - Cases - Effect, should be a box in the middle and an Add case button or some sort of add button. All you will need to do is click on that, set validator as Validator A and effect as Set B, then again for Validator B and Set C, and one more time for Validator C and Set A. Switch effects are really simple to use, sure you will think so too after making one or two of them. I find the validators to be more confusing at times, personally.
@Alnatair: Go
Order is fairly important, on a second thought the set should actually be add behavior, then remove behavior to avoid any chance of the unit firing in all 3 modes for a moment. The rest is kind of up to you, I gave a working example based on how I started things off, just keep in mind if you change one part, the others may need to reflect this. My suggestion, just do it exactly as I said to start, then when you feel you understand it enough, mess with it to suit your needs, maybe you will feel the need to add a grenade launcher in the future for example.
@Alnatair: Go
Well it sounds like you want this unit to have all 3 weapons to begin with, right? If so, I'd start by making the 3 weapons, ensuring they all work how you want them to, then give all 3 to said unit. Forgive the lack of good syntax/wording, but the logic behind it will work :) From here you are going to want 3 behaviors, and said unit should start with Behavior A on him:
Behavior A: Disables Weapon B and Weapon C
Behavior B: Disables Weapon A and Weapon C
Behavior C: Disables Weapon A and Weapon B
That should cover the Behavior setup, but we aren't done yet, we need to make some effects, we'll start with 3 remove behavior effects:
Remove Behavior A: Target Type should be source, removes Behavior A.
Remove Behavior B: Target Type should be source, removes Behavior B.
Remove Behavior C: Target Type should be source, removes Behavior C.
Next we need 3 apply behaviors, very similar:
Apply Behavior A: Target Type should be source, applies Behavior A.
Apply Behavior B: Target Type should be source, applies Behavior B.
Apply Behavior C: Target Type should be source, applies Behavior C.
Next 3 sets, should go something like this:
Set A: Remove Behavior C, Apply Behavior A
Set B: Remove Behavior A, Apply Behavior B
Set C: Remove Behavior B, Apply Behavior C
Getting close to done, but not yet, need 3 validators now:
Validator A: Unit:Source has Behavior A count 1
Validator B: Unit:Source has Behavior B count 1
Validator C: Unit:Source has Behavior C count 1
Final step, we need a switch effect, I forget the exact syntax here, but basically it goes something like:
If Validator A: Use Set B effect
If Validator B: Use Set C effect
If Validator C: Use Set A effect
Clear as mud now right? Just think about it for awhile, see what you can do, that is one way to achieve what you want, at least assuming you want your unit to start with the 3 different guns.