Littlefury here once again. In my map, I have a healing turret. This healing turret can be upgraded multiple times. The healing turrets use buffs to heal all allies in a 5 yard radius. The problem that I have is, when you build 2 healing turrets, if you build say a healing turret 2 next to a regular healing turret, both buffs will heal allies, which makes the game alot easier than it should be. What I would like to know is if there's a way to make it so if a healing turrets radius and a healing turret 2's radius interact, the healing turret 2's buff will be the only one that heals. (And then I could use the rule for future healing turret's as well)
Thanks in advanced for all help.
In the behaviors modifications+ field, go to "behaviors". Now, I'm fairly certain (but not 100% sure) that there is a field that allows you to disable specific behaviors. Make Healing Turret 2's behavior disable Healing Turret 1's behavior. If that field does not exist/work as intended, use validators of type "Unit Compare Behavior Count" (Or something along those lines. I never get that name right) to check whether a higher level heal is applied, and make the lower level behaviors use those validators in the "Validator (Disable)" field
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Littlefury here once again. In my map, I have a healing turret. This healing turret can be upgraded multiple times. The healing turrets use buffs to heal all allies in a 5 yard radius. The problem that I have is, when you build 2 healing turrets, if you build say a healing turret 2 next to a regular healing turret, both buffs will heal allies, which makes the game alot easier than it should be. What I would like to know is if there's a way to make it so if a healing turrets radius and a healing turret 2's radius interact, the healing turret 2's buff will be the only one that heals. (And then I could use the rule for future healing turret's as well) Thanks in advanced for all help.
Set stack cap to 1? Apply a buff that prevents non caster effects targeting it?
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
@littlefury916: Go
In the behaviors modifications+ field, go to "behaviors". Now, I'm fairly certain (but not 100% sure) that there is a field that allows you to disable specific behaviors. Make Healing Turret 2's behavior disable Healing Turret 1's behavior. If that field does not exist/work as intended, use validators of type "Unit Compare Behavior Count" (Or something along those lines. I never get that name right) to check whether a higher level heal is applied, and make the lower level behaviors use those validators in the "Validator (Disable)" field