My validator calculates if there >0 of units of some type within a radius. To build a mine only close to a source of resources. Another validator calculates if there =0 of mines in a radius. To avoid building more then 1 mine at 1 source of resources
@Zolden: Go That's an interesting question. Have you checked how addons are handled? There are ways to define "neighborhood" for footprints, just like addons or CCs that cant be too close to resources.I havent messed with footprints yet, at least not at that level, but if there isnt then there must be a workaround.
Maybe you could use triggers to stop the worker if the place isnt valid?
So why you not using the Ability - Info - Validators field of the Build ability? Like the ingame workers use for making sure the gas collection structure meets the Has Vespene validator.
Because I've been using united fields thing, when Info+ is one field, so when I click on it, and then click on a command, I don't see the validators field. It's only seen when united fields thing is off. Looks like they just forgot to create an inerface element for this field.
Ok, now I'll try to use this field, thank you very much, I was so confused :)
I'd like to ask another thing right in this therad. Because it's kinda extention of the initial question.
When we place a building with Build ability, there is a little cursor, which is yellow when the validators are true and is grey, when they are false. Also, we can see the footprint and the placement model.
And it's the problem. Visual difference between true and false values of validator is tiny. Placement model is the same, footprint remains green, because footprint conditions are true.
So, there is a question: is there a way to have different models for different validator values? Or maybe there is a way to make the difference between cursor colors "louder"?
Or maybe there is a way to make the difference between cursor colors "louder"?
You can edit the mouse image in data (cursors). Then you can have something different than the 4 colored target pointers.
At least I guess that modifying these works.
Thank you, it's useful information for me. But I think modifying ability cursor will affect all abilities, not just the build one. And I haven't found any modifieble links between an ability and a cursor object.
It creates a model on surface under cursor. But I can't let my validator to decide when to show the cursor model. It's blind to the ability's validator. I've tried some event conditions, but got no result.
And actually I'd like to see a usual 2d cursor which projects to the screen. But ok, I could use the model one, if there would be a way to switch it depending on a validator.
Ok, time to bump it, since there is still no solution.
To summarize the problem:
There is a validator, which I want to use to decide when to show and when to hide a Cursor model actor while my ability is in a select point stage. There is a timer loop which supposed to check validator's value, but it doesn't, even after I've inserted Validate effect condition via xml. Had to use xml because there wasn't one in a list.
So, the question is: how to use a validator to hide cursor model when it's false and show when it's true.
There is no validator field at build ability. Also, there is no validator field at footprints.
So, is there any ways to apply a validator to a build ability?
@Zolden: Go You can always add a validator to a buff that enables/disables the build ability.
What exactly do you need the validator to validate?
@Kueken531: Go
My validator calculates if there >0 of units of some type within a radius. To build a mine only close to a source of resources. Another validator calculates if there =0 of mines in a radius. To avoid building more then 1 mine at 1 source of resources
I would use energy, but the sources are neutral.
@SoulFilcher: Go
How can I make the buff to check if the point where I am going to place a building matches the validator?
@Zolden: Go That's an interesting question. Have you checked how addons are handled? There are ways to define "neighborhood" for footprints, just like addons or CCs that cant be too close to resources.I havent messed with footprints yet, at least not at that level, but if there isnt then there must be a workaround.
Maybe you could use triggers to stop the worker if the place isnt valid?
So why you not using the Ability - Info - Validators field of the Build ability? Like the ingame workers use for making sure the gas collection structure meets the Has Vespene validator.
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
Because I've been using united fields thing, when Info+ is one field, so when I click on it, and then click on a command, I don't see the validators field. It's only seen when united fields thing is off. Looks like they just forgot to create an inerface element for this field.
Ok, now I'll try to use this field, thank you very much, I was so confused :)
I'd like to ask another thing right in this therad. Because it's kinda extention of the initial question.
When we place a building with Build ability, there is a little cursor, which is yellow when the validators are true and is grey, when they are false. Also, we can see the footprint and the placement model.
And it's the problem. Visual difference between true and false values of validator is tiny. Placement model is the same, footprint remains green, because footprint conditions are true.
So, there is a question: is there a way to have different models for different validator values? Or maybe there is a way to make the difference between cursor colors "louder"?
You can edit the mouse image in data (cursors). Then you can have something different than the 4 colored target pointers.
At least I guess that modifying these works.
Thank you, it's useful information for me. But I think modifying ability cursor will affect all abilities, not just the build one. And I haven't found any modifieble links between an ability and a cursor object.
Tried making a Model actor cursor model?
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
Just tried to.
It creates a model on surface under cursor. But I can't let my validator to decide when to show the cursor model. It's blind to the ability's validator. I've tried some event conditions, but got no result.
And actually I'd like to see a usual 2d cursor which projects to the screen. But ok, I could use the model one, if there would be a way to switch it depending on a validator.
Have it hidden with a looping timer that then uses the Validate Effect term to make it visible.
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
Hmm, looks like I don't have Validate effect amongst event conditions.
I've added one at terms, but it doesn't seem to affect anything.
Ok, I've managed to add Validate effect condition via xml, but it doesn't help.
Ok, time to bump it, since there is still no solution.
To summarize the problem:
There is a validator, which I want to use to decide when to show and when to hide a Cursor model actor while my ability is in a select point stage. There is a timer loop which supposed to check validator's value, but it doesn't, even after I've inserted Validate effect condition via xml. Had to use xml because there wasn't one in a list.
So, the question is: how to use a validator to hide cursor model when it's false and show when it's true.
Combine with a Query (Region) or a State Monitor actor that sends a Signal?
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