I would like to capture the event of when a player is supply blocked, and when the block is no longer there. Ultimately, it would be BEST if I could capture the events for when a unit production building progress is PAUSED. Which for T and P is a clear indication that supply has reached supply cap. And if I could receive the sibling call for when the unit production RESUMES.
While researching this, Ive came across this information:
Unit - Any Unit construction progress is Paused Does not get triggered when a user attempts to queue units after supply limit has been reached. The progress for building the unit seems to be paused, but there is no event that is triggered.
Unit - Any Unit construction progress is Resumed Also does not trigger when supply limit is increased or in any way such that a unit begins building again.
Unit - Any Unit Enters (Entire map) Can trigger to indicate when a Supply Depot has just started building
Unit - Any Unit construction progress is Completed Can trigger an event when a Supply Depot is finished building
(Player 1 Supplies Used) can be used to determine the current supply count
(Player 1 Supplies Made) can be used to determine the current supply cap
Although I can't directly determine when the block goes away, I can use heuristics to determine if our supply has changed, such as the 'Unit construction is Completed'. As well as determining when there is most *likely* a supply cap: 1. check supply made, 2. trigger: 'Unit - Any Unit training progress is Started', 3: is supply made still the same? Yes? capped. However, its more difficult to run these commands in this order because there is no trigger or call for the pre-stage of building a unit. Only after the unit has been started does the trigger get called.
If anyone has any ideas of how to tackle this problem, as well as for how you might be able to tackle the same problem for when the player is Zerg, I would be interested in knowing. I wish I could just catch the Event trigger for when a sound file is played, such as 'BUILD MORE OVERLORDS', lol.
I would like to capture the event of when a player is supply blocked, and when the block is no longer there. Ultimately, it would be BEST if I could capture the events for when a unit production building progress is PAUSED. Which for T and P is a clear indication that supply has reached supply cap. And if I could receive the sibling call for when the unit production RESUMES.
While researching this, Ive came across this information:
Although I can't directly determine when the block goes away, I can use heuristics to determine if our supply has changed, such as the 'Unit construction is Completed'. As well as determining when there is most *likely* a supply cap: 1. check supply made, 2. trigger: 'Unit - Any Unit training progress is Started', 3: is supply made still the same? Yes? capped. However, its more difficult to run these commands in this order because there is no trigger or call for the pre-stage of building a unit. Only after the unit has been started does the trigger get called.
If anyone has any ideas of how to tackle this problem, as well as for how you might be able to tackle the same problem for when the player is Zerg, I would be interested in knowing. I wish I could just catch the Event trigger for when a sound file is played, such as 'BUILD MORE OVERLORDS', lol.
On a sidenote, Ive looked into this old thread: http:www.sc2mapster.com/forums/development/triggers/16381-trigger-that-executes-when-player-is-supply-blocked/ but was not able to apply any of the solutions that were determined back then (over 2 years ago)