Hey so, I have an ability that switches over control of a unit to the capturing player, however, when captured, even though the building is selectable by the new player, and all researches can be trained at it, all behaviours still affect the previous owning player, instead of the new one.
I have it so these towers passively spawn units, grant gold, and grant supply to their owners, however, if their owner changes, all that stuff still works for it's previous owner. Even though I now have control of the tower, it still spawns units for my enemy, and grants said enemy food.
anyone know of a way to fix this?
I've managed to get it to mostly work, the abilities will spawn for the proper owner, however, supply is still not given. Also, is there a way to change ownership with an effect rather than the mysteriousness that is the neural parasite buff?
annnd I've managed to get it to work fully in half an hour, I'm amazing.
Sos, I got the building to have multiple behaviors that check periodically for different things, one checks if enemy units are around, and if not, regenerates shields. The other checks if enemies are around, and if so, lowers shield. The last tries to cast "change owner" every some odd seconds, checking for a nearby enemy, but has a validator that only works if the caster has 0 energy. Now when it gets to 0 it will fire the "change owner" ability, which causes a "modify unit" effect, from the caster to the target. However, the impact unit of this "change owner" is the source unit (the building) so when it hits the building it changes owner to the target player.
Initially this wasnt working, but after checking the "owner" flag in the modify flags of the modify unit effect, it's all fine and dandy. I even get supply now since I'm no longer using that neural parasite buff.
Changing the period behaviours from activating from the "player origin" or whatever the default unit is to the "source" player has fixed all my units spawning for enemies, and granting enemies income problems as well.
I dont think so, the modify unit actually worked perfectly for me, even changed over all the behaviors, whereas the neural parasite method changed colour and gave control, but still spawned everything for the enemy and didnt provide supply for the new owner.
The change owner in the modify causes the unit to provide food as well.
and for the record I did several searches, just sayin.
Hey so, I have an ability that switches over control of a unit to the capturing player, however, when captured, even though the building is selectable by the new player, and all researches can be trained at it, all behaviours still affect the previous owning player, instead of the new one.
I have it so these towers passively spawn units, grant gold, and grant supply to their owners, however, if their owner changes, all that stuff still works for it's previous owner. Even though I now have control of the tower, it still spawns units for my enemy, and grants said enemy food.
anyone know of a way to fix this?
I've managed to get it to mostly work, the abilities will spawn for the proper owner, however, supply is still not given. Also, is there a way to change ownership with an effect rather than the mysteriousness that is the neural parasite buff?
annnd I've managed to get it to work fully in half an hour, I'm amazing.
Sos, I got the building to have multiple behaviors that check periodically for different things, one checks if enemy units are around, and if not, regenerates shields. The other checks if enemies are around, and if so, lowers shield. The last tries to cast "change owner" every some odd seconds, checking for a nearby enemy, but has a validator that only works if the caster has 0 energy. Now when it gets to 0 it will fire the "change owner" ability, which causes a "modify unit" effect, from the caster to the target. However, the impact unit of this "change owner" is the source unit (the building) so when it hits the building it changes owner to the target player.
Initially this wasnt working, but after checking the "owner" flag in the modify flags of the modify unit effect, it's all fine and dandy. I even get supply now since I'm no longer using that neural parasite buff.
Changing the period behaviours from activating from the "player origin" or whatever the default unit is to the "source" player has fixed all my units spawning for enemies, and granting enemies income problems as well.
So this old thing (over a year old) no longer works (found if you had used the search)?
The Modify Unit effect owner change is bugged in that the unit can only be changed to caster and it is still known as belonging to the creator.
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
I dont think so, the modify unit actually worked perfectly for me, even changed over all the behaviors, whereas the neural parasite method changed colour and gave control, but still spawned everything for the enemy and didnt provide supply for the new owner.
The change owner in the modify causes the unit to provide food as well.
and for the record I did several searches, just sayin.
Maybe they fixed the issue in 1.5?
Used to be neural parasite spawned stuff belonging to the controlling player.
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