I can't find how to create (with the data) a clickable item that add a charge on an ability. If the player pick up the item, it add 1 charge to a specific ability.
I'd like to create an item that adds charges to an ability of a unit when loaded into that unit's inventory.
Would anyone be able to give an example of how to set up such a behavior?
The Modify Unit effect that recharges the spider mines for the Vulture's ability seems to be linked to a "Specialize" ability. I have never seen this kind of ability and don't really know how to set up the fields in (Basic) Ability: Info + to have values like "Info - Charge - Link" link to the charge modifications to the desired ability correctly. It looks like you can add links to abilities by hitting "Add" beside the field and then typing in something like Abil/(AbilityObjectIDHere).
How does the Specialize ability add the charges to the target ability (spider mines) and why are both the Specialize ability and the Modify Unit effect necessary? It looks like the do almost exactly the same thing.
I'm assuming if one were to use a behavior to have the item add charges to desired ability of target unit, one would have to use "Item Type: Generic" and put the behavior in the (Basic) Basic: Carry Behaviors field.
If using the specialize ability, one would use "Item Type: Ability" and put the specialize ability in the (Basic) Basic: Ability field.
Is that somewhere near correct? I could really use some explanation for how Modify Unit effects, Specialize abilities, and behaviors control charge counts for abilities like the Vulture spider mines.
Here's a test map I've been working on. There are 3 items. One is an item that makes a turret at a target location. The other two are separate attempts at creating an item that will add charges to the turret's artillery attack.
Hi,
I can't find how to create (with the data) a clickable item that add a charge on an ability. If the player pick up the item, it add 1 charge to a specific ability.
Thank you for all your help!
Bump
Try giving the item a behaviour that uses a modify unit effect like the vulture's spider mine recharge.
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
I'd like to create an item that adds charges to an ability of a unit when loaded into that unit's inventory.
Would anyone be able to give an example of how to set up such a behavior?
The Modify Unit effect that recharges the spider mines for the Vulture's ability seems to be linked to a "Specialize" ability. I have never seen this kind of ability and don't really know how to set up the fields in (Basic) Ability: Info + to have values like "Info - Charge - Link" link to the charge modifications to the desired ability correctly. It looks like you can add links to abilities by hitting "Add" beside the field and then typing in something like Abil/(AbilityObjectIDHere).
How does the Specialize ability add the charges to the target ability (spider mines) and why are both the Specialize ability and the Modify Unit effect necessary? It looks like the do almost exactly the same thing.
I'm assuming if one were to use a behavior to have the item add charges to desired ability of target unit, one would have to use "Item Type: Generic" and put the behavior in the (Basic) Basic: Carry Behaviors field.
If using the specialize ability, one would use "Item Type: Ability" and put the specialize ability in the (Basic) Basic: Ability field.
Is that somewhere near correct? I could really use some explanation for how Modify Unit effects, Specialize abilities, and behaviors control charge counts for abilities like the Vulture spider mines.
Here's a test map I've been working on. There are 3 items. One is an item that makes a turret at a target location. The other two are separate attempts at creating an item that will add charges to the turret's artillery attack.