Is there a way to give a unit an ability through a behavior, without setting that ability up through the unit's data entry itself? I'm trying to give several units random abilities without repeats, across the whole unit type - with the ability limit being a problem.
Don't think it is possible to give a unit an ability in this way, although I know you can give them weapons this way. What you can instead do is set up a dummy ability, instant: self or instant: target, and mess with it via triggers and the like.
As long as the abilities can be basically configured to be the same type, ie instant ability; then you can use a switch effect to dictate the next set of effects based on a behavior on the unit (make sure they don't over-lap).
What if there was a copy of the unit, and then split the amount of abilities up between them ensuring they are both under the limit, and then randomly choosing one of the units to disallow in the unit-train-ability of the production unit?
It fudges the odds a little bit, but maybe that's close enough? The unit will only ever use one ability per game, so to have an ability limit enforced based on abilities that he'll never use that game seems rough.
As stated above use behaviours and switch effects. Sadly you cannot just add new abilities and there is a 64 ability cap (abilities of units the unit morphs into also count towards this).
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Alright, my only hesitation is that I only need one ability per unit... with the switch effect, do I need to give each unit all of the abilities first? or does the switch effect actually grant a new ability to a unit so long as it doesn't exceed a cap?
The switch effect dictates what path of the effect tree is use based on validator determined conditions. Also depends how you want to apply the behaviours that determine ability used.
In short you turn one effect - target or one effect - instant ability into a multitude of that type. Although specialize can also replace effect - instant if it is not to be levelable.
Is there a way to give a unit an ability through a behavior, without setting that ability up through the unit's data entry itself? I'm trying to give several units random abilities without repeats, across the whole unit type - with the ability limit being a problem.
@playpong: Go
Don't think it is possible to give a unit an ability in this way, although I know you can give them weapons this way. What you can instead do is set up a dummy ability, instant: self or instant: target, and mess with it via triggers and the like.
As long as the abilities can be basically configured to be the same type, ie instant ability; then you can use a switch effect to dictate the next set of effects based on a behavior on the unit (make sure they don't over-lap).
What if there was a copy of the unit, and then split the amount of abilities up between them ensuring they are both under the limit, and then randomly choosing one of the units to disallow in the unit-train-ability of the production unit?
It fudges the odds a little bit, but maybe that's close enough? The unit will only ever use one ability per game, so to have an ability limit enforced based on abilities that he'll never use that game seems rough.
As stated above use behaviours and switch effects. Sadly you cannot just add new abilities and there is a 64 ability cap (abilities of units the unit morphs into also count towards this).
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
Alright, my only hesitation is that I only need one ability per unit... with the switch effect, do I need to give each unit all of the abilities first? or does the switch effect actually grant a new ability to a unit so long as it doesn't exceed a cap?
The switch effect dictates what path of the effect tree is use based on validator determined conditions. Also depends how you want to apply the behaviours that determine ability used.
In short you turn one effect - target or one effect - instant ability into a multitude of that type. Although specialize can also replace effect - instant if it is not to be levelable.
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