"Good news everyone!" I have a question. I have a turret that heals allies in a certain radius. So, I thought it'd be cool to give it a slow, long ranged weapon for support from the back line. I set it up so that each healing turret (There are 3) has the weapon set, but it's disanbled and hidden. When the upgrade is finished, it disables the hidden, and disables the disabling option on the weapon option. The problem that I have is, say you built a healing turret, then upgraded the weapon upgrade, the weapon appears, but it's still disabled. Here's the weird part. When you build a healing turret after you upgrade the weapon upgrade, or you upgrade the turret (Which replaces the turret to with a better healing turret), the weapon appears, and it's not disabled. How do I fix this so everything gets disabled?
Thanks!
The strike turret was set up the exact same way. It worked, however, becuase in the campaign, you upgraded things before you went into the next mission. For my map, you usually end up building towers, and then upgrading them. Therefore, the shrike turret system doesn't work for me.
I used this idea, and it brought up another question. It works, except I can't figure out how to make it so it has to wait for the upgrade to finish.
So, How do you make a trigger have to wait for an upgrade to be completed before, in my case, it replaces the old units with the new?
Thanks!
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"Good news everyone!" I have a question. I have a turret that heals allies in a certain radius. So, I thought it'd be cool to give it a slow, long ranged weapon for support from the back line. I set it up so that each healing turret (There are 3) has the weapon set, but it's disanbled and hidden. When the upgrade is finished, it disables the hidden, and disables the disabling option on the weapon option. The problem that I have is, say you built a healing turret, then upgraded the weapon upgrade, the weapon appears, but it's still disabled. Here's the weird part. When you build a healing turret after you upgrade the weapon upgrade, or you upgrade the turret (Which replaces the turret to with a better healing turret), the weapon appears, and it's not disabled. How do I fix this so everything gets disabled? Thanks!
@littlefury916:
You could morph the unit to a new similar unit that has the modifications you want when the player upgrades the unit.
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here
Just check how the bunker shrike turret does it.
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
The strike turret was set up the exact same way. It worked, however, becuase in the campaign, you upgraded things before you went into the next mission. For my map, you usually end up building towers, and then upgrading them. Therefore, the shrike turret system doesn't work for me.
@fishy77: Go
I used this idea, and it brought up another question. It works, except I can't figure out how to make it so it has to wait for the upgrade to finish. So, How do you make a trigger have to wait for an upgrade to be completed before, in my case, it replaces the old units with the new? Thanks!