I'm currently just !@#$ing around in the SC2 Editor as I usually do, making ultralisks that spit banelings you know... The usual. But I'm just wondering.
What would I have to do to make for example: A marine that has 50 max ammo and the only way to recover ammo is through pickups on the map?
I made an ammo system related to energy (Each energy = one ammo, and each attack costed 1 energy) but that kinda messed with the gameplay since the units abilities we're casted with energy.
Anyone smart enough to crack this kinda-simple-but-really-not problem?
Tried using a Modify Unit effect to adjust the charges of the item after each shot while the item itself has a buff applied to the unit saying it still has ammo.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Ez. Adto marine 50 energy. Edit weapon cost to spend 1ammo per attack. When unit hits 0 energy unit wont attack. Pickup to recharge 50energy... and you got it :D
Hmm... make a unit have 50 stacks of behaviour X.
Modify weapon effect with a validator chacking for X>=1 and put it in set with an effect removing 1 stack of behaviour, so each time it fires X is used?
Pick ups would just add behaviour stacks back, but I'm not sure if they ignore the max stack count or not when added this way.
I think the most effective and best-looking way to do this is actually via trigger, using integers as an ammo system and displaying it via dialog in the ui. Using energy or charges just seems kinda wonky and is unintuitive imo
You could also use the shield value for it if you aren't using that. Life/Shield/Energy all work the same just a matter of setting the min/max costs and regeneration rate.
Bilxor is right though, you get more options here by using triggers and you can make it look better too with Dialogs. Just have a trigger that if the integer variable reaches 0 it disables the units weapon/ability or places a passive behavior on them.
I'm currently just !@#$ing around in the SC2 Editor as I usually do, making ultralisks that spit banelings you know... The usual. But I'm just wondering.
What would I have to do to make for example: A marine that has 50 max ammo and the only way to recover ammo is through pickups on the map?
I made an ammo system related to energy (Each energy = one ammo, and each attack costed 1 energy) but that kinda messed with the gameplay since the units abilities we're casted with energy.
Anyone smart enough to crack this kinda-simple-but-really-not problem?
Check out the map Undead Assault 3. I believe it is unlocked so you can look into his functions and data stuff.
Here is a link of some of his custom functions. Maybe pm him, but he hasn't been on in a long time. http://www.sc2mapster.com/assets/parity/
Some other folks on the Arcade remade UA3 into Undead Assault Chronicles. You could hit them up as well for the map.
Check out the wiki tutorials. There are some tutorials on item pick-ups and power-ups. Maybe you could modify them to address your needs.
http://wiki.sc2mapster.com/Tutorials
Tried using a Modify Unit effect to adjust the charges of the item after each shot while the item itself has a buff applied to the unit saying it still has ammo.
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
Ez. Adto marine 50 energy. Edit weapon cost to spend 1ammo per attack. When unit hits 0 energy unit wont attack. Pickup to recharge 50energy... and you got it :D
@CybrosX: Go
I see you did not read the third paragraph of the problem.
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... make a unit have 50 stacks of behaviour X. Modify weapon effect with a validator chacking for X>=1 and put it in set with an effect removing 1 stack of behaviour, so each time it fires X is used?
Pick ups would just add behaviour stacks back, but I'm not sure if they ignore the max stack count or not when added this way.
@jonaz1234: Go
I think the most effective and best-looking way to do this is actually via trigger, using integers as an ammo system and displaying it via dialog in the ui. Using energy or charges just seems kinda wonky and is unintuitive imo
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@DrSuperEvil: Go
oh really :DDD
Ok so...Make another resource , for example rework terrazine.. :D
it can be like an ammo. Rename it , edit icon ^^
Problem with that system is it only is useful if the player has one ammo using unit.
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
Ah very true, I guess I assumed that ammo consumption needs to be babysat to such an extent each player would only have one (or very few) unit(s).
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@jonaz1234: Go
You could also use the shield value for it if you aren't using that. Life/Shield/Energy all work the same just a matter of setting the min/max costs and regeneration rate.
Bilxor is right though, you get more options here by using triggers and you can make it look better too with Dialogs. Just have a trigger that if the integer variable reaches 0 it disables the units weapon/ability or places a passive behavior on them.