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    posted a message on Halt/Stop Production

    Trying to get the production of units on building to stop so I can then use triggers to increase production on buildings sorry if this isn't a data problem, but i've tried making a behavior for the barracks and setting it to disable ability classes. Essentially I want it to work exactly like the overseer's contaminate spell, but not on a cooldown and without the goopy stuff

    Field	Halt Production
    Behavior - Modification +	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):0:(0.0000|0.0000):0:32:0:0:0:1:160:0:0:1:0:1:0:1:1:1:0:0:(0|0|0|0):(0|0|0|0):(0|0|0|0):(524287.9997|524287.9997|524287.9997|524287.9997):(0|0|0|0):0:1:0:1:(0|0|0|0):(0|0|0|0):(0.0000|0.0000|0.0000|0.0000):(0|0|0|0):(0|0|0):(0|0|0):(0|0|0):((0|0|0|0)|(0|0|0|0)|(0|0|0|0)):((0|0|0|0)|(0|0|0|0)|(0|0|0|0)):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Enabled|Disabled|Disabled|Disabled|Enabled|Disabled|Disabled|Disabled|Enabled|Disabled|Disabled|Enabled):(Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):0:((None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)):0:360:0:0:360:0:(1|1|1|1):0:(0|0|0|0):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(0|0|0):(0|0|0):0:0:0:Disabled:Behavior/UnknownBehavior:Behavior:0.0000:0.0000:Behavior/##id##:Behavior:0.0000:0.0000:(None):(Enabled|Enabled|Enabled|Enabled):(Enabled|Disabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled):(0|0):0:0
    
    Posted in: Data
  • 0

    posted a message on max. number of selected units?

    I found that if you make a trigger like this it works, but has about .5 sec time where the players selection keeps, gonna see if there is a way to get rid of that

    Event - Any Unit is Selected by player 1 Condition - 2 <= Number of Living units in (Selected untis ofr player (triggeringplayer))) <= 10000 Actions - Deselect all units for player 1 Select (unit 1 from (Selected units for play1)) for player 1

    I just used 10,000 as infinity, not sure if you can do a compare with infinity in the galaxy editor or maybe just a greater than :/

    Posted in: Miscellaneous Development
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