The problem with behaviours is that when they are stacked they get confused as to which unit is the caster for the effect tree. At least they used to when I made the map. Not sure if it has been patched. I use a create persistent effect to overcome that limitation.
You could get the effect tree on mine death to apply a buff to the worker that is removed when he is done depositing resources that orders him to the new mine.
To get the search around the dying mine is probably best done using the SourcePoint reference and set the effect field above the value field to some effect previously in the effect tree that targeted the mine in the first place. You put this under the Launch field for the search while the Impact field must be set to Target.
I can only suggest testing your validators in simple systems first and check you have the right logic on your Combine type validators. I would have an Or logic combine validator with two And logic combine validators with one checking for 10 and no upgrade while the other checks for 20 and the upgrade.
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The problem with behaviours is that when they are stacked they get confused as to which unit is the caster for the effect tree. At least they used to when I made the map. Not sure if it has been patched. I use a create persistent effect to overcome that limitation.
You could get the effect tree on mine death to apply a buff to the worker that is removed when he is done depositing resources that orders him to the new mine.
To get the search around the dying mine is probably best done using the Source Point reference and set the effect field above the value field to some effect previously in the effect tree that targeted the mine in the first place. You put this under the Launch field for the search while the Impact field must be set to Target.
I can only suggest testing your validators in simple systems first and check you have the right logic on your Combine type validators. I would have an Or logic combine validator with two And logic combine validators with one checking for 10 and no upgrade while the other checks for 20 and the upgrade.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I would use triggers for that and use a custom UI button.
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
You can use <d ref="$BehaviorStackCount:__BehaviorName__$" to get text to list the number of buff stacks.
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Yeah it allows for manufacturing chains before you get a final product.
The text tag for the mines uses an obsolete method though.
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Still involves switches.
By the way what do you think of the factory?
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When I started that demo map there were no smart click abilities.
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Tried the Always Check Collision flag under the Units data type?
Workers used to collide with each other but a patch hard coded it that the harvest ability supresses collision.
There is always the option of simulating the harvest ability. I have a demo map where I do that.
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