I was looking at the validator types, and the ones if interest include "Unit Weapon Animating", "Unit Weapon Firing", and "Unit Weapon Plane". You can possibly use the weapon firing, but that might not be what you want, what are you trying to achieve?
Morphs based on weapons enabled (i.e instant auto-cast), can of course add behaviors and validate that but it adds an extra layer of dummy buffs.
Using Unit Weapon Animating or Unit Weapon Firing sort-of works, but these wont return true until WeaponStart is sent, which is during the unit acquisition phase of the attack ability, this causes both visual confusion aswell as the command cards not updating for the player, essentially it would feel buggy/laggy.
Going to try out Unit Field Compare, in theory it should be able to match anything in CUnit.
Straightforward issue, is it possible to validate if a unit has a specific weapon?
@caspersc: Go
I was looking at the validator types, and the ones if interest include "Unit Weapon Animating", "Unit Weapon Firing", and "Unit Weapon Plane". You can possibly use the weapon firing, but that might not be what you want, what are you trying to achieve?
Morphs based on weapons enabled (i.e instant auto-cast), can of course add behaviors and validate that but it adds an extra layer of dummy buffs. Using Unit Weapon Animating or Unit Weapon Firing sort-of works, but these wont return true until WeaponStart is sent, which is during the unit acquisition phase of the attack ability, this causes both visual confusion aswell as the command cards not updating for the player, essentially it would feel buggy/laggy.
Going to try out Unit Field Compare, in theory it should be able to match anything in CUnit.
No success, so still open to suggestions.
The only way i can see to doing this is have the weapon be given by a buff and checking to see if the unit has the buff.
EDIT: or is that what you said up there?
@grenegg: Go
Exactly what i said ;)
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