Basically I'm trying to make a build ability use a validator as a requirement instead of a requirement.
What I have is, I have this structure called a "City" and it builds like a probe at range, meaning that it can construct structures around it at a distance.
What I want is for some structures to require the city to have certain behaviors before the structure can be constructed.
I have certain structures apply behaviors to the city when they are built, and I need the build ability to only work when these behaviors are detected.
Basically, I want to be able to build a super barracks if there are 3 barrack's near that city. And I need this to be unique toward's the cities.
If I could get validators to work with the build abilities, this would work just fine.
Yeah, but that's globally, I need it done locally on the unit doing the construction. I don't want 1 city having 6 barrack's and allowing another city to build 2 super barracks, I want the super barracks to require 3 barrack's in EACH city.
Ok Riley, I really appreciate all the help you've done for me but it would have been nice if ya just told me how to set the requirements locally. Yeah I figured it out now and you all can call me an idiot all you want, but I'm no master at the data editor yet.
I mean I know I feel dumb now for not referencing the tech lab for al this time, but I was under the thought that requirements were globally only. Would have saved me some time if ya just told me how requirements are set globally and locally.
Ok so to make sure no one makes the dumb mistake I made again, to make a requirement local, reference the tech lab requirement, it has criteria marking "At Unit" which basically means it will check for requirements only at the unit thats performing the action.
Back to work now, tune in next time as Zackreaver comes back asking how to add 2 + 2 together.
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Basically I'm trying to make a build ability use a validator as a requirement instead of a requirement.
What I have is, I have this structure called a "City" and it builds like a probe at range, meaning that it can construct structures around it at a distance.
What I want is for some structures to require the city to have certain behaviors before the structure can be constructed.
I have certain structures apply behaviors to the city when they are built, and I need the build ability to only work when these behaviors are detected.
Basically, I want to be able to build a super barracks if there are 3 barrack's near that city. And I need this to be unique toward's the cities.
If I could get validators to work with the build abilities, this would work just fine.
Requirements can count behaviors.
@RileyStarcraft: Go
Yeah, but that's globally, I need it done locally on the unit doing the construction. I don't want 1 city having 6 barrack's and allowing another city to build 2 super barracks, I want the super barracks to require 3 barrack's in EACH city.
Edit: I seem to have posted in a totally wrong thread 0o sorry about that :D
Anyone got a take on this? It feels like something I can avoid using trigger's on, but it just seems like that might not be the case.
Requirements can count behaviors on units.
@RileyStarcraft: Go
Ok Riley, I really appreciate all the help you've done for me but it would have been nice if ya just told me how to set the requirements locally. Yeah I figured it out now and you all can call me an idiot all you want, but I'm no master at the data editor yet.
I mean I know I feel dumb now for not referencing the tech lab for al this time, but I was under the thought that requirements were globally only. Would have saved me some time if ya just told me how requirements are set globally and locally.
Ok so to make sure no one makes the dumb mistake I made again, to make a requirement local, reference the tech lab requirement, it has criteria marking "At Unit" which basically means it will check for requirements only at the unit thats performing the action.
Back to work now, tune in next time as Zackreaver comes back asking how to add 2 + 2 together.