why are some aspects of a behavior unable to be altered via upgrade?
for example, I tried making a upgrade for the mineral field's behavior in effort to make a change to the mineral capacity, but it was not on the menu of things to upgrade- is it possible to do?
All fields that are not "upgradeable" are probably the result of SC2 engine limitations. Specifically some aspects might be so embedded into data structures or present in multiple places after map load that a simple value change might not be sufficient to change it. It might also be partly due to development resource constraints resulting in the decision being made not to support upgrading of certain fields as the use was too limited or cost too high to implement.
You could try making alternative versions of the resource behaviour each with different requirements. When an upgrade is researched then the requirements disable all but the appropriate one for the current upgrade level. Alternatively you could use some sort of trigger system to remove the obsolete behaviours and replace them with the appropriate one in response to the upgrade is completed event.
why are some aspects of a behavior unable to be altered via upgrade?
for example, I tried making a upgrade for the mineral field's behavior in effort to make a change to the mineral capacity, but it was not on the menu of things to upgrade- is it possible to do?
you can change ressources of a unit with triggers
All fields that are not "upgradeable" are probably the result of SC2 engine limitations. Specifically some aspects might be so embedded into data structures or present in multiple places after map load that a simple value change might not be sufficient to change it. It might also be partly due to development resource constraints resulting in the decision being made not to support upgrading of certain fields as the use was too limited or cost too high to implement.
You could try making alternative versions of the resource behaviour each with different requirements. When an upgrade is researched then the requirements disable all but the appropriate one for the current upgrade level. Alternatively you could use some sort of trigger system to remove the obsolete behaviours and replace them with the appropriate one in response to the upgrade is completed event.
The Resource behaviour can have a capacity far higher than the amount it starts with. Just use a Modify Unit effect to adjust it.
If you mean the amount harvested there is a field under Buff behaviours for that which can be applied to the unit doing the harvesting.
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
thanks, guys
So solved?
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