So while creating a rather complex counter circle between large varieties of units, we ran into a problem where we have to create an elaborate web of tags and tag bonuses to get the bonuses where we want, and adding/removing units from the circle creates huge issues with maintainability.
Is there any sort of way that we could create custom tags (i.e. instead of Armored, Mechanical have say Roach, Marauder) for example, or any sort of other data-driven solution for this? I know it's possible with triggers, but that would cause way too much lag in a large-scale battle where hundreds of hits are being dealt in a short period of time.
Hey,
So while creating a rather complex counter circle between large varieties of units, we ran into a problem where we have to create an elaborate web of tags and tag bonuses to get the bonuses where we want, and adding/removing units from the circle creates huge issues with maintainability.
Is there any sort of way that we could create custom tags (i.e. instead of Armored, Mechanical have say Roach, Marauder) for example, or any sort of other data-driven solution for this? I know it's possible with triggers, but that would cause way too much lag in a large-scale battle where hundreds of hits are being dealt in a short period of time.
Thanks!
I take it just reutilising the armored/structure/ground/etc tags is not enough?
Use a buff for each type and use a second buff validates true if the target has the desired buff(s).
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
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