I have created an upgrade that modifies the cooldown of the replenish spider mines effect. When the upgrade is researched, vultures starts to replenish spider mines.
The problem is that vultures that has used all of their spider mines will not start to replenish them. This is due to the effect I modify. I change the value "Time used" (or something) so the value added there represents the time it takes to REPLENISH 1 spider mine AFTER THE ABILITY HAS BEEN USED.
And a vulture with no spider mines cant use the ability, hence not start to replenish the spider mines...
There seems to be no effect that adds a new spider mine to the vulture every X seconds.
Use the Replenish Spider Mine ability and remove the minerals cost, then modify build time for a over so many seconds, instead of for minerals. I hope that helps if not I'll try to help some more. Problem is with current patch it'll build them even if you have Full Mines (if Auto-cast on).
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
The ability replenishes them using a Modify Unit effect called Vulture - Replenish Mines (Modify Mines charge count). Just make a buff use that periodically.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The Vulture - Use Spider mines ability has an additional effect that increases the number of charges on the Vulture - Make Spider Mines ability.
The problem is, that the Make (replenish) ability doesn't currently use charges (Blizzard left the problem half-fixed lol), so just set Charges used on the ability to 1, Max Charges to 3, and Starting Charges to 0. Set the unit charge link to unit as well.
This solves the problem of infinitely replenishing spider mines, but puts an unsightly charge count on the button. The Specialize type abilities don't have an option to turn them off.
Then the upgrade for replenish spider mine becomes useless. Besides, those are just 4 changes to an existing ability, 3 integers and 1 from a drop down list. No need to create any additional behaviors, effects, or abilities. Oh, and the last bit was Info - Charge - Location; oops.
I have created an upgrade that modifies the cooldown of the replenish spider mines effect. When the upgrade is researched, vultures starts to replenish spider mines.
The problem is that vultures that has used all of their spider mines will not start to replenish them. This is due to the effect I modify. I change the value "Time used" (or something) so the value added there represents the time it takes to REPLENISH 1 spider mine AFTER THE ABILITY HAS BEEN USED.
And a vulture with no spider mines cant use the ability, hence not start to replenish the spider mines...
There seems to be no effect that adds a new spider mine to the vulture every X seconds.
Unless someone here has an idea?
@Kabelkorven: Go
Use the Replenish Spider Mine ability and remove the minerals cost, then modify build time for a over so many seconds, instead of for minerals. I hope that helps if not I'll try to help some more. Problem is with current patch it'll build them even if you have Full Mines (if Auto-cast on).
The ability replenishes them using a Modify Unit effect called Vulture - Replenish Mines (Modify Mines charge count). Just make a buff use that periodically.
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
The Vulture - Use Spider mines ability has an additional effect that increases the number of charges on the Vulture - Make Spider Mines ability.
The problem is, that the Make (replenish) ability doesn't currently use charges (Blizzard left the problem half-fixed lol), so just set Charges used on the ability to 1, Max Charges to 3, and Starting Charges to 0. Set the unit charge link to unit as well.
This solves the problem of infinitely replenishing spider mines, but puts an unsightly charge count on the button. The Specialize type abilities don't have an option to turn them off.
@jasperism: Go
With a workaround that big why not just copy the spidermine ability and just remove the charge feature.
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
Then the upgrade for replenish spider mine becomes useless. Besides, those are just 4 changes to an existing ability, 3 integers and 1 from a drop down list. No need to create any additional behaviors, effects, or abilities. Oh, and the last bit was Info - Charge - Location; oops.
The replenish effect already exists so just needs one behaviour.
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