TLDR - I'm trying to disable a building's ability when another building is built on top of it. I don't know the best way to do this. I described how I tried to solve the issue (see below)
So, here's what I'm trying to do:
1. I have a building called a Power Node. They're pre-placed on the map, and players have to build buildings on them via the Built On field in the units core data record. This already works, but I haven't figured out how to make the Node disappear when built on, like Vespene Geysers do.
2. Power Nodes provide Energy to nearby units. This already works, too.
3. Here's where I need help: I want Power Nodes to stop gaining energy and have their energy share ability disabled when they're Built On.
What I've tried to do is to create a Behavior that disables the energy share and energy regeneration of Power Nodes, and use a validator: disable that disables this if no friendly buildings are detected in a 1 range of the Power Node. I think that either I have made a mistake with the validator, or perhaps that the Validator's search effect only starts 'outside' of the unit, so it can't search for a unit that's directly on top of it.
TLDR - I'm trying to disable a building's ability when another building is built on top of it. I don't know the best way to do this. I described how I tried to solve the issue.
Maybe do the opposite - have the buildings with hidden search effect that applies a behavior removing the energy share and energy regeneration of nodes?
Then if the building is destroyed, have it apply the energy behavior in a small search area back to power node as a fatal damage response?
Your way of doing it seems right, there might be some small bug somewhere, maybe with the target fields (source/caster/target etc.) of either search effect or something. Or try checking one of the flags in the search area (like "extend by unit radius").
TheUltragon helped me figure it out. I was having some issues with the Validator, and the Ability Disable effect removed buffs, which basically made the ability disable effect cancel itself out.
TLDR - I'm trying to disable a building's ability when another building is built on top of it. I don't know the best way to do this. I described how I tried to solve the issue (see below)
So, here's what I'm trying to do:
1. I have a building called a Power Node. They're pre-placed on the map, and players have to build buildings on them via the Built On field in the units core data record. This already works, but I haven't figured out how to make the Node disappear when built on, like Vespene Geysers do.
2. Power Nodes provide Energy to nearby units. This already works, too.
3. Here's where I need help: I want Power Nodes to stop gaining energy and have their energy share ability disabled when they're Built On.
What I've tried to do is to create a Behavior that disables the energy share and energy regeneration of Power Nodes, and use a validator: disable that disables this if no friendly buildings are detected in a 1 range of the Power Node. I think that either I have made a mistake with the validator, or perhaps that the Validator's search effect only starts 'outside' of the unit, so it can't search for a unit that's directly on top of it.
TLDR - I'm trying to disable a building's ability when another building is built on top of it. I don't know the best way to do this. I described how I tried to solve the issue.
Thanks anyone who takes the time to respond
My current project: SCRAP (Scavenge, Collect, Reclaim, Attack, Prevail)
Maybe do the opposite - have the buildings with hidden search effect that applies a behavior removing the energy share and energy regeneration of nodes?
Then if the building is destroyed, have it apply the energy behavior in a small search area back to power node as a fatal damage response?
Your way of doing it seems right, there might be some small bug somewhere, maybe with the target fields (source/caster/target etc.) of either search effect or something. Or try checking one of the flags in the search area (like "extend by unit radius").
@NazaraSC2: Go
TheUltragon helped me figure it out. I was having some issues with the Validator, and the Ability Disable effect removed buffs, which basically made the ability disable effect cancel itself out.
Thanks for the help!
My current project: SCRAP (Scavenge, Collect, Reclaim, Attack, Prevail)