In my map I have some structures that produce electricity (energy), and a modified medic heal ability that is used to transfer that power to other structures that need the energy to do stuff. The problem is that the ability automaticly shuts off if the targets energy is full or the casters energy runs out. I need the ability to stay on permanently until a player changes it, but of course I don’t want it to actually increase energy unless the castor has energy to give and I don’t want the casters energy to go down if the target is topped off. If something like this would be easier as a drain ability instead of a medic one, thats fine, but I have no idea how to make this work.
Does anyone know how to set this up? Thanks in advance.
Use a Effect - Target that applies aSet effect with a Create Persistent effect on that target which persists until destroyed. The other effect in the set destroys the previous one. The persistent then adjusts the energy using either buffs with psitive or negative regen or a periodic Modify Unit effect. You then use Unit Compare Vital validators to enable/disable the buffs/modify unit effects.
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In my map I have some structures that produce electricity (energy), and a modified medic heal ability that is used to transfer that power to other structures that need the energy to do stuff. The problem is that the ability automaticly shuts off if the targets energy is full or the casters energy runs out. I need the ability to stay on permanently until a player changes it, but of course I don’t want it to actually increase energy unless the castor has energy to give and I don’t want the casters energy to go down if the target is topped off. If something like this would be easier as a drain ability instead of a medic one, thats fine, but I have no idea how to make this work.
Does anyone know how to set this up? Thanks in advance.
Use a Effect - Target that applies aSet effect with a Create Persistent effect on that target which persists until destroyed. The other effect in the set destroys the previous one. The persistent then adjusts the energy using either buffs with psitive or negative regen or a periodic Modify Unit effect. You then use Unit Compare Vital validators to enable/disable the buffs/modify unit effects.
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