I am constructing a marine drop pod system right now and have encountered an issue I hadn't anticipated. It allows you to call in marines even if you don't have the supply for them.
So I modified the weapon unit to require 3 supply to construct (there are three marines in each drop pod). But when the charge gets used, the supply it cost the player does not go away. So for example, if you have 9 supply and 20 available, you build a pod that has three marines which costs you 3 supply, so now you are at 12. When you call that drop pod onto the map it spawns 3 marines, which adds another 3 supply to your total so now you are at 15. But you no longer have the ammo or drop pod that you used, so the first 3 supply from constructing the drop pod should have gone away?
How can I make it go away? Any ideas?
That is definitely the preferred solution, but alternatively any ideas on how I can make an ability require 3 unused supply before you use it? This is of course without actually using the supply.
Nevermind, I was able to achieve what I wanted to using validators. Can they not apply to abilities directly? I tried using them for awhile in the ability itself with no success, but as soon as I applied the validator to the first effect of that ability it worked.
@rtschutter:
I am trying to do exactly the same thing and I have the same problem. I am unable to find or create a validator that queries supplies used/supplies made. How do I stop an effect firing/ability being used using validators?
Never had problem of the arm magazine ability ignoring pop.
Could always create a requirement where the total number of units times a weighting factor is equal or less than the number of supply buildings times a weighting factor.
I am constructing a marine drop pod system right now and have encountered an issue I hadn't anticipated. It allows you to call in marines even if you don't have the supply for them.
So I modified the weapon unit to require 3 supply to construct (there are three marines in each drop pod). But when the charge gets used, the supply it cost the player does not go away. So for example, if you have 9 supply and 20 available, you build a pod that has three marines which costs you 3 supply, so now you are at 12. When you call that drop pod onto the map it spawns 3 marines, which adds another 3 supply to your total so now you are at 15. But you no longer have the ammo or drop pod that you used, so the first 3 supply from constructing the drop pod should have gone away?
How can I make it go away? Any ideas?
That is definitely the preferred solution, but alternatively any ideas on how I can make an ability require 3 unused supply before you use it? This is of course without actually using the supply.
Thanks in advance.
@rtschutter: Go
Nevermind, I was able to achieve what I wanted to using validators. Can they not apply to abilities directly? I tried using them for awhile in the ability itself with no success, but as soon as I applied the validator to the first effect of that ability it worked.
Never had problem of the arm magazine ability ignoring pop.
Could always create a requirement where the total number of units times a weighting factor is equal or less than the number of supply buildings times a weighting factor.
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