It is doable. Validator "unit type" has field called "other unit". Just select Other Unit - Value as Caster (Unit - Value being target), and validator will compare those instead of Validator - Value (you can leave that one empty then).
I know it's trigger forum and stuff, but you said your knowledge is mainly data-editor based. I don't know how advanced you are, but the thing you want is doable in data editor. I'll attach a map if you want to take a look, but most basic stuff you'd need is:
Behavior - Buff with period, and periodic event being:
Search Area - looking for targets to change owner (validator to validate if player race != neutral). If targets are found then:
Apply Behavior - Affected unit = Caster, with Behavior:
Behavior - Buff, with modified Behavior - Player - Value to Target.
In this implementation behavior modifying owner should last a bit longer than period for the one firing search area.
In my example tho there is few differences, which prevents building from changing owner if it's already claimed. Those are:
Behavior - Buff which changes owner of building duration is infinite duration, and also disables the search behavior.
Search Area - instead of applying behavior it creates persistent.
Create Persistent - Target being Target Unit, in Effects flagged for Persist until destroyed, Intial effect being apply behavior, effect - final being remove behavior (the one changing owner), period of any duration, periodic validator set to compare range beetwen caster and target (it should also check if target is not dead but I didn't do it).
I was trying to find it for You for about 30 minutes, but couldn't find any appropriate flag or link in any of those weapons/effects carrier has that would change the behavior. All that changed is interceptors wouldn't stop attacking unless carrier got out of range, but still won't come out if he wasn't staying to launch them. Maybe someone else will have more luck with magazines (not sure if there isn't hard-coded validator that checks if unit is not moving).
You pretty much answered your own question. You need to put requirement for ability under that button. If you could specify it with more details (conditions which under the button is grayed out) I'd be able to give more help.
I'm pretty positive it's undoable as you described in data editor. Data values are static saved per player mostly, your best bet is to create stackable behavior with small amount of what you need (like +1 attack) and apply appropriate number of stacks based on calculation thru triggers.
Not really sure, but I think it lets other players read other player's banks, so lets say bank1 loaded by player1 can be read by player1, but not by player2 because it hasn't been synchronized.
I assume you're putting requirements on the abilities, not on units command cards. Also what you need you can pretty much copy from already existing upgrades, i don't know where are you failing.
T2 upgrade expression in show (use is empty) below:
" !CountUpgrade(Tier2,QueuedOrBetter){tooltip if you want custom} "
All units requiring tier 2 upgrade use (show is empty) below:
" CountUpgrade(Tier2,Completed){tooltip etc} "
Note the exclamation mark ( ! ) at the beggining of the T2 upgrade, it negates the CountUpgrade condition so button wouldnt show if u dont put it.
I know this is trigger forum and stuff, but you could handle it with data editor. That way you could create resource beacons just by putting them in editor. And it's not SO complicated either. You would need:
2 effects - Search Area, Modify Player
1 behavior - Buff
In modify Player - In Effect tab, make sure Player - Value equals to Target, and input resources you want generated by beacon (per period, below)
In Search Area - In Search tab, create new Area and set it's arc to 360, range (of the beacon), Maximum Count to 1 (unless you want more income per worker) and Effect to Modify Player from point 1. Also modify Search Filters to exclude self, structures and require workers.
In Behavior (Buff) - In Stats tab modify Period to desired value. Then head to Effect tab and modify Effect - Periodic to Search area from pt 2.
After that you only need to add this behavior to any unit u desire, and it'll give minerals to owner of any worker nearby. Sample map attached if you want to take a look.
1) You can refer to Real value - Player score - APM
2) I think you can store Mission Time (real value) of the beggining of the fight, and then subtract it from current mission time every period or something (im not aware of any way to make timer counting up or sth).
Could you elaborate what do you mean by "3 axis"? If you follow mover tutorial you should have missile going XY towards the target and doing parabola on Z. If you mean some other axises, i dont understand.
Have you tried playing those map or something? It's either good (mhm rite) or it's badly balanced and people wipe after 5 minutes, and then try again. And then curious people who don't know this map get curious what it is/how it got to the top and play it too.
Or popularity reset and he bumped it with friends, system is bad and it's not something that should be important.
1) Easily done, just make an upgrade that would refer to ability, for example SCV - Gather (SCV) and modify Resource amount values to your needs.
2) Depends on what type of map your making. If it's close to melee, then as Jacob said, in early game that wouldn't differ much from getting fast expand. Also everything depends on how long research will take/how big bonus it'll provide. I'd say it'll be more useful later in the game, as it would scale with amount of workers you currently have.
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It is doable. Validator "unit type" has field called "other unit". Just select Other Unit - Value as Caster (Unit - Value being target), and validator will compare those instead of Validator - Value (you can leave that one empty then).
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I know it's trigger forum and stuff, but you said your knowledge is mainly data-editor based. I don't know how advanced you are, but the thing you want is doable in data editor. I'll attach a map if you want to take a look, but most basic stuff you'd need is:
In this implementation behavior modifying owner should last a bit longer than period for the one firing search area. In my example tho there is few differences, which prevents building from changing owner if it's already claimed. Those are:
TLDR: if You are bored do this in data editor.
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I was trying to find it for You for about 30 minutes, but couldn't find any appropriate flag or link in any of those weapons/effects carrier has that would change the behavior. All that changed is interceptors wouldn't stop attacking unless carrier got out of range, but still won't come out if he wasn't staying to launch them. Maybe someone else will have more luck with magazines (not sure if there isn't hard-coded validator that checks if unit is not moving).
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You pretty much answered your own question. You need to put requirement for ability under that button. If you could specify it with more details (conditions which under the button is grayed out) I'd be able to give more help.
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I'm pretty positive it's undoable as you described in data editor. Data values are static saved per player mostly, your best bet is to create stackable behavior with small amount of what you need (like +1 attack) and apply appropriate number of stacks based on calculation thru triggers.
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Not really sure, but I think it lets other players read other player's banks, so lets say bank1 loaded by player1 can be read by player1, but not by player2 because it hasn't been synchronized.
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I assume you're putting requirements on the abilities, not on units command cards. Also what you need you can pretty much copy from already existing upgrades, i don't know where are you failing.
T2 upgrade expression in show (use is empty) below:
All units requiring tier 2 upgrade use (show is empty) below:
Note the exclamation mark ( ! ) at the beggining of the T2 upgrade, it negates the CountUpgrade condition so button wouldnt show if u dont put it.
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I know this is trigger forum and stuff, but you could handle it with data editor. That way you could create resource beacons just by putting them in editor. And it's not SO complicated either. You would need:
After that you only need to add this behavior to any unit u desire, and it'll give minerals to owner of any worker nearby. Sample map attached if you want to take a look.
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You should look for "arc" field and change it to 360 degrees, it's responsible for how much your unit needs to be facing towards target to attack.
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1) You can refer to Real value - Player score - APM
2) I think you can store Mission Time (real value) of the beggining of the fight, and then subtract it from current mission time every period or something (im not aware of any way to make timer counting up or sth).
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Could you elaborate what do you mean by "3 axis"? If you follow mover tutorial you should have missile going XY towards the target and doing parabola on Z. If you mean some other axises, i dont understand.
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What exactly are you trying to achieve here? From what i get you try to make missile go somewhere else than straight into its target, is that right?
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Have you tried playing those map or something? It's either good (mhm rite) or it's badly balanced and people wipe after 5 minutes, and then try again. And then curious people who don't know this map get curious what it is/how it got to the top and play it too.
Or popularity reset and he bumped it with friends, system is bad and it's not something that should be important.
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1) Easily done, just make an upgrade that would refer to ability, for example SCV - Gather (SCV) and modify Resource amount values to your needs.
2) Depends on what type of map your making. If it's close to melee, then as Jacob said, in early game that wouldn't differ much from getting fast expand. Also everything depends on how long research will take/how big bonus it'll provide. I'd say it'll be more useful later in the game, as it would scale with amount of workers you currently have.
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I made this aura when i saw this exercise and I exercised very good. Check it out.