2) Easy, make a "Create Healer" effect with a Time Factor of 0 instead of 1. Repair rate would be Recharge Vital Rate / Drain Vital Cost Factor ( if Drain Vital Cost Factor is 0, then plain Vital Rate ).
1) If you trigger it like hell and make a million of the same unit with different prices, It's possible. I think you mean strictly data editor. Possible, but the thing is, unless you want to spend 5 million years making it so, might as well call it impossible.
Try to modify the costs of units with upgrades and/or catalog triggers, should be possible.
Uhm, >.<
My current plan was to make an infinite-stack upgrade and apply it for each stack of the attrib, i wanna stick to data tho so is there any way i can do this (add an upgrade per attribute point)?
2) Easy, make a "Create Healer" effect with a Time Factor of 0 instead of 1. Repair rate would be Recharge Vital Rate / Drain Vital Cost Factor ( if Drain Vital Cost Factor is 0, then plain Vital Rate ).
Someone said stacking shit ton of behaviours WILL cause lagg...so might want to test it and reconsider doing that. (assuming you mean behaviours as upgrade :E)
Someone said stacking shit ton of behaviours WILL cause lagg...so might want to test it and reconsider doing that. (assuming you mean behaviours as upgrade :E)
No.. i mean upgrade. Like the ones you would use from engineering bay, forge, etc.
1) Making an attribute that modifies the cost of buildings/units/etc.
2) Making a repair ability that repairs on pure points of health rather than a percentage over second
2) Easy, make a "Create Healer" effect with a Time Factor of 0 instead of 1. Repair rate would be Recharge Vital Rate / Drain Vital Cost Factor ( if Drain Vital Cost Factor is 0, then plain Vital Rate ).
1) If you trigger it like hell and make a million of the same unit with different prices, It's possible. I think you mean strictly data editor. Possible, but the thing is, unless you want to spend 5 million years making it so, might as well call it impossible.
But hey, let's see what other people have to say.
Try to modify the costs of units with upgrades and/or catalog triggers, should be possible.
Uhm, >.< My current plan was to make an infinite-stack upgrade and apply it for each stack of the attrib, i wanna stick to data tho so is there any way i can do this (add an upgrade per attribute point)?
Will try this
@illidans911: Go
Someone said stacking shit ton of behaviours WILL cause lagg...so might want to test it and reconsider doing that. (assuming you mean behaviours as upgrade :E)
1) Use upgrades depending on how many units are to have this feature.
2) Just use a Modify Unit effect like the zerg queen does
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
No.. i mean upgrade. Like the ones you would use from engineering bay, forge, etc.
But i want it to keep the current repair function, just apply like 5 of certain effect every second rather than repairing X% of health a second
@illidans911: Go
[SOLVED]
id just like to point this out for anyone else that needs it
Time Factor - Set to 0 (learned that from the medic's ability)
this will disable %-based repairing
@illidans911: Go
If you look at the second post... that's already been said.
. . .
Ty for making me look like a dumbass xD