I'm looking over the roach and infestor actors to try and find where that whispy trail comes from but am having a hard time. As far as actor events go, it's just a simple create or destroy depending on the situation. Is there anyone who could point me in the right direction?
This works for some units like zerglings and marines, but on many others like a Command Center is has no effect and only works when the unit is being spawned from the start.
Use the Ability - Info - Effect field of the train ability to use a Search Area that applies a Buff via Apply Behavior that uses an Issue Order effect when expiring. Just use a Player Compare Food Available validator to disable the buff.
That's an interesting idea :)
I'm not sure I understand completely. To be clear, the idea is to place a buff on the training structure that expires when the requirements are met (there's enough supplies) and then trains the unit, as opposed to failing when supply is reached and then doing nothing. Is that right?
For as long as I've had auto training effects used in my map for training units it has never been an issue when players hit their supply cap. What happens is it waits until the player clears out some supplies and then training continues as normal.
Since my last publish though (and I don't remember changing anything related) when supply limit is reached the units stop training and will not continue training until they are manually commanded to train again.
I thought the only problem was units renaming themselves, but over time while working in the editor any duplicated unit seems to just randomly toss out it's stats. The problems I've seen so far:
- Two units had their movement stats completely reset to 0
- Original unit names constantly changing to the duplicated units' name
- Command card rarely and randomly glitches all the buttons and need to be assigned again
I'm at my wit's end playing whack-a-mole with these issues. Surely I can't be the only one who uses duplicated units? And how can I completely resolve this?
nah. You have to go into the text editor and change the name of the unit in there. The text links are the same, but you have to change them so it doesnt keep renaming itself... i think its F8 or something.
Is this a known issue and if so, how do I work around it? Seems like every time I make a change in the editor my units that have been duplicated will rename themselves to the duplicated unit.
For instance I have a zergling and duplicated it to make a "tankling". Randomly when I am working in the editor the zergling will rename itself to tankling.
I get how to make units spawn from a unit that was killed using effects, however, does anyone know a way I could use effects and buffs or behaviors to get a unit to spawn on top of a unit that kills the unit with the buff or behavior?
For example, my hydralisk will have the behavior or buff. If a marine kills my hydralisk, then a broodling spawns on the marine that killed the hydralisk.
I could see in-game micro transactions for skin swaps could be very profitable for map makers and do nothing to effect existing games. Would be kind of fun actually.
0
Just got this in my email and I'm away all day! Damn. Didn't know they would do a beta either. Wonder how many people got invited?
0
Super appreciated both of you, and it taught me a little more about how actor filters and properties work. Thanks so much!
0
I'm looking over the roach and infestor actors to try and find where that whispy trail comes from but am having a hard time. As far as actor events go, it's just a simple create or destroy depending on the situation. Is there anyone who could point me in the right direction?
0
Specifically referring to the Actor Event:
Upgrade
(upgrade.name)
Add
Swap Model
(model)
This works for some units like zerglings and marines, but on many others like a Command Center is has no effect and only works when the unit is being spawned from the start.
0
Awesome, that sounds like the perfect solution. Thanks Dr!
0
That's an interesting idea :)
I'm not sure I understand completely. To be clear, the idea is to place a buff on the training structure that expires when the requirements are met (there's enough supplies) and then trains the unit, as opposed to failing when supply is reached and then doing nothing. Is that right?
0
Bump. Gracias por favor.
0
@TrenchaunT: Go
Right now I'm using an ability effect that fires when the unit finishes training so it continues indefinitely.
0
For as long as I've had auto training effects used in my map for training units it has never been an issue when players hit their supply cap. What happens is it waits until the player clears out some supplies and then training continues as normal.
Since my last publish though (and I don't remember changing anything related) when supply limit is reached the units stop training and will not continue training until they are manually commanded to train again.
0
I thought the only problem was units renaming themselves, but over time while working in the editor any duplicated unit seems to just randomly toss out it's stats. The problems I've seen so far:
- Two units had their movement stats completely reset to 0
- Original unit names constantly changing to the duplicated units' name
- Command card rarely and randomly glitches all the buttons and need to be assigned again
I'm at my wit's end playing whack-a-mole with these issues. Surely I can't be the only one who uses duplicated units? And how can I completely resolve this?
0
Thanks, exactly what I needed to know :D
0
Is this a known issue and if so, how do I work around it? Seems like every time I make a change in the editor my units that have been duplicated will rename themselves to the duplicated unit.
For instance I have a zergling and duplicated it to make a "tankling". Randomly when I am working in the editor the zergling will rename itself to tankling.
0
@Operation51: Go
You've given me a good place to start, Thanks Operation! Will update later if this works.
0
I get how to make units spawn from a unit that was killed using effects, however, does anyone know a way I could use effects and buffs or behaviors to get a unit to spawn on top of a unit that kills the unit with the buff or behavior?
For example, my hydralisk will have the behavior or buff. If a marine kills my hydralisk, then a broodling spawns on the marine that killed the hydralisk.
0
I could see in-game micro transactions for skin swaps could be very profitable for map makers and do nothing to effect existing games. Would be kind of fun actually.