My map. Includes bunkers, marines, an ally (shared control) and 2 roaches (for testing range bonus)
I heal via triggers so I can make it percent-based, and I have 3 copies for HP/Shields/Energy. These currently broadcast a message each time they actually heal something, deactivate that for actual use. I set a filter to check only hidden units (i.e. in a transport etc), hopefully that uses less cpu.
For point-based healing simply give a regen bonus to the Bunker - ShootingClinic Behavior (copy of range bonus to seperate normal bunkers from clinics)
Enjoy your bunker-clinic! And give credit to ravenkaizer and me if you use it. He came up with the trigger framework and I streamlined it for multiplayer.
Edit: Fixed healing triggers to work properly on stat-gaining units (now refer to "current max life" instead of "default life")
Added Manned/Unmanned system: Deactivates a unit completely (except transport abilities) unless manned by at least 1 cargo unit, data-based. (check the Hellion)
Lol. Mine was a "Healing Pod" Assimilator which I made 2 days ago. I even came up with your "exit trigger" as a quick fix so I could focus on other stuff.
Then I made it cast medivac heal and scrapped the loading part because my hero kept gaining HP/Shields upon exiting. I hope you don't experience that problem, or even better we can find a solution ;)
I know it works for one-slot mounts, but I'd like to have the system handle as many implementations as possible. I actually got the idea trying to make a "clinic" type building that heals units inside it, which should obviously hold more than 1 marine.
Even for your system it would be enough to set the "cargo count maximum" to 1, so a size 2 hero can still use it.
Condition: Or bracket with "type of triggering unit=" for each mount you have
Action: Change ownership of triggering unit to (owner of triggering freight unit)
Unload:
Event: Any unit unloads cargo
Condition: Number of alive units in (cargo units in triggering unit) =0
Condition: Or bracket with "type of triggering unit=" for each mount you have
Action: Change ownership of triggering unit to player 0
Please test this for loopholes/malfunctioning etc. One thing I'm aware of (though it happens with your system too) is that allies can enter your bunker with no way of getting out, so depending on your intentions you'll need another trigger (or shared unit control) to solve that.
Edit: Actually I think your system allows the ally to "steal" your loaded bunker and you can't get out.
My map. Includes bunkers, marines, an ally (shared control) and 2 roaches (for testing range bonus)
I heal via triggers so I can make it percent-based, and I have 3 copies for HP/Shields/Energy. These currently broadcast a message each time they actually heal something, deactivate that for actual use. I set a filter to check only hidden units (i.e. in a transport etc), hopefully that uses less cpu.
For point-based healing simply give a regen bonus to the Bunker - ShootingClinic Behavior (copy of range bonus to seperate normal bunkers from clinics)
Enjoy your bunker-clinic! And give credit to ravenkaizer and me if you use it. He came up with the trigger framework and I streamlined it for multiplayer.
Edit: Fixed healing triggers to work properly on stat-gaining units (now refer to "current max life" instead of "default life") Added Manned/Unmanned system: Deactivates a unit completely (except transport abilities) unless manned by at least 1 cargo unit, data-based. (check the Hellion)
Lol. Mine was a "Healing Pod" Assimilator which I made 2 days ago. I even came up with your "exit trigger" as a quick fix so I could focus on other stuff.
Then I made it cast medivac heal and scrapped the loading part because my hero kept gaining HP/Shields upon exiting. I hope you don't experience that problem, or even better we can find a solution ;)
I know it works for one-slot mounts, but I'd like to have the system handle as many implementations as possible. I actually got the idea trying to make a "clinic" type building that heals units inside it, which should obviously hold more than 1 marine.
Even for your system it would be enough to set the "cargo count maximum" to 1, so a size 2 hero can still use it.
Made an even simpler version:
Load
Unload:
Please test this for loopholes/malfunctioning etc. One thing I'm aware of (though it happens with your system too) is that allies can enter your bunker with no way of getting out, so depending on your intentions you'll need another trigger (or shared unit control) to solve that.
Edit: Actually I think your system allows the ally to "steal" your loaded bunker and you can't get out.