I was thinking about making a ability that used kills as a resource. Say a ability requires 15 kills before you can use it.... When you use it your kills are set back to 0. Is this possible?
So I'm working on a unit that is supposed to change opacity based on the amount of shields it has. I made some validators for checking the different shield percentages. Basically the unit has a bunch of buff behaviors that enable/disable based on their validator. The problem is I don't want them to show up as buffs in the UI because their only purpose is to act as a dummy buff so I can use them for events.
Approach phase. Few units come to mind. probe, drone, scv. When you tell them to build at a spot they are not near they highlight it with holographic transparent outlines of the buildings. Thats the approach phase in action right? I guess its good for doing that...
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@Jackolas: Go
Any chance you can give me a brief explanation. I'm sure I can figure it out without you going in to much detail.
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I was thinking about making a ability that used kills as a resource. Say a ability requires 15 kills before you can use it.... When you use it your kills are set back to 0. Is this possible?
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So I'm working on a unit that is supposed to change opacity based on the amount of shields it has. I made some validators for checking the different shield percentages. Basically the unit has a bunch of buff behaviors that enable/disable based on their validator. The problem is I don't want them to show up as buffs in the UI because their only purpose is to act as a dummy buff so I can use them for events.
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Approach phase. Few units come to mind. probe, drone, scv. When you tell them to build at a spot they are not near they highlight it with holographic transparent outlines of the buildings. Thats the approach phase in action right? I guess its good for doing that...
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@ProzaicMuze: Go
If I wanted to put a single turret on a movable unit would this method work? Assuming of course tweaks are made to suit the different unit.