Hello, we are working on a map that changes the resource system a bit.
We are using the pick up resources from the campaign but I would like to add a validator, though it appears that in the validator field you can't use variables from triggers. That makes sense but I was wondering if anyone knew of a way to work around this.
We need to get a number from the variables to check if it has reached a certain count, and if it has reached that count, the mineral pick up stays on the ground instead of getting picked up and "killed" since the mineral field is killed on pickup.
Try a Unit Compare Behavior Count validator? You are not very clear with what you are aiming for. How do you get these variable points, it might be better as all data only?
Sorry I was having a hard time explaining it. We have triggers set up that add to a variable every time the minerals are picked up, but the minerals dont go into your actual spendable minerals like normal. They are displayed with a UI panel and you have to take the stored minerals on your unit back to your base to turn it into useable money.
The variables are set up through triggers so I don't know if there is a way to call that variable. But we want the engine to check if the character is "full" and if they are full, leave the mineral pickup on the ground. Right now the player will continue to pick them up, but not receive points in the counter for it.
We removed the kill effect on the mineral pickup so it doesnt get removed when a a player runs over it and made it so that the triggers check to see if the player meets the conditions and if so it will or will not kill them.
Thank you for the help, talking it out helped us solve the problem :)
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Hello, we are working on a map that changes the resource system a bit.
We are using the pick up resources from the campaign but I would like to add a validator, though it appears that in the validator field you can't use variables from triggers. That makes sense but I was wondering if anyone knew of a way to work around this.
We need to get a number from the variables to check if it has reached a certain count, and if it has reached that count, the mineral pick up stays on the ground instead of getting picked up and "killed" since the mineral field is killed on pickup.
Try a Unit Compare Behavior Count validator? You are not very clear with what you are aiming for. How do you get these variable points, it might be better as all data only?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Sorry I was having a hard time explaining it. We have triggers set up that add to a variable every time the minerals are picked up, but the minerals dont go into your actual spendable minerals like normal. They are displayed with a UI panel and you have to take the stored minerals on your unit back to your base to turn it into useable money.
The variables are set up through triggers so I don't know if there is a way to call that variable. But we want the engine to check if the character is "full" and if they are full, leave the mineral pickup on the ground. Right now the player will continue to pick them up, but not receive points in the counter for it.
Let me know if that was clearer or not.
So why not make the harvest behaviour auto convert itself into a stackable counter buff that on return gives a bonus?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
We ended up implementing it through triggers.
We removed the kill effect on the mineral pickup so it doesnt get removed when a a player runs over it and made it so that the triggers check to see if the player meets the conditions and if so it will or will not kill them.
Thank you for the help, talking it out helped us solve the problem :)