I'm building a "Unit Draft" custom game, wherein players will draft which units they'll have access to for the match. I'm planning to use Infested SCVs as the workers for every player, and hatcheries as the main structure. I've got most of the triggers down for allowing/disallowing the different unit productions based on draft picks, but I'm running into a few issues with the data editor and tech trees.
1) When I replace drones in the larva's morph list with infested SCVs, the option doesn't appear in game, and the larva's 1st slot is just empty. Is there some extra enabling I have to do add the unit in? Is it race-specific? I have yet to try with the remainder of the units, but I did make sure the button was there and part of the larva's command card.
2) [Edited] I have a whole bunch of units that I need to include in the larva's command card, but I can't know which combination of units they will be until the game has begun. Is there a way to dynamically allocate buttons on a scorecard, on a per-player basis? For instance, button #1 will be a worker, but then button #2 could perhaps be a Zergling or a Marine, but a player might also have both Zerglings AND Marines, requiring them to use both button #2 and #3.
3) Is there an elegant way to link upgrades to units, such that when that unit is allowed/disallowed, so are those upgrades? I could set up a very long if/than/else statement, but I feel like there should be a better way.
[Edit]: For #1, I found a weird random Requirement attached to the morph button for the SCV and removed it, and it's showing up now. Shouldn't unfilled requirements just gray out the option, not remove it entirely? Or is there an option I'm missing to set that behavior?
You need to give the unit the ability and then link it to the command card.
Use requirements to hide/show the buttons. You will need a high degree of redundancy.
Again requirements are what you are after.
Requirements have a use and a show part. The Use greys out the button and prevents ability use when not met while the Show part hides the button if not met. This of course depends on the button state with restricted buttons being able to be hidden while supressed are always hidden.
Is it possible to have a requirement linked to whether or not you have a tech tree element allowed, rather than completed, in progress, etc.?
Redundancy-wise, if I include say, every unit in each button, will it ignore duplicates, or will I end up with a bunch of buttons that all have the same single unit?
You need duplicates. Lots of duplicates. I would go with a Buff bases system that has a counter for each unit x each slot. You can then show the button based on a trigger added buff.
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Would I need a different buff for each unit for each slot? Like "Zergling in slot 1"? Otherwise it seems like it'd be the same issue with showing a higher priority button would overwrite every button.
I'm thinking the path of least resistance might be to make an ability (a copy of Morph Unit) for each unit for each slot, then in my triggers Allow/Disallow the appropriate abilities. The maximum number of button locations should be 7, so that means 7 abilities per unit, but they can share buttons, and I wouldn't need to create any buffs or requirements.
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I'm building a "Unit Draft" custom game, wherein players will draft which units they'll have access to for the match. I'm planning to use Infested SCVs as the workers for every player, and hatcheries as the main structure. I've got most of the triggers down for allowing/disallowing the different unit productions based on draft picks, but I'm running into a few issues with the data editor and tech trees.
1) When I replace drones in the larva's morph list with infested SCVs, the option doesn't appear in game, and the larva's 1st slot is just empty. Is there some extra enabling I have to do add the unit in? Is it race-specific? I have yet to try with the remainder of the units, but I did make sure the button was there and part of the larva's command card.
2) [Edited] I have a whole bunch of units that I need to include in the larva's command card, but I can't know which combination of units they will be until the game has begun. Is there a way to dynamically allocate buttons on a scorecard, on a per-player basis? For instance, button #1 will be a worker, but then button #2 could perhaps be a Zergling or a Marine, but a player might also have both Zerglings AND Marines, requiring them to use both button #2 and #3.
3) Is there an elegant way to link upgrades to units, such that when that unit is allowed/disallowed, so are those upgrades? I could set up a very long if/than/else statement, but I feel like there should be a better way.
[Edit]: For #1, I found a weird random Requirement attached to the morph button for the SCV and removed it, and it's showing up now. Shouldn't unfilled requirements just gray out the option, not remove it entirely? Or is there an option I'm missing to set that behavior?
You need to give the unit the ability and then link it to the command card.
Use requirements to hide/show the buttons. You will need a high degree of redundancy.
Again requirements are what you are after.
Requirements have a use and a show part. The Use greys out the button and prevents ability use when not met while the Show part hides the button if not met. This of course depends on the button state with restricted buttons being able to be hidden while supressed are always hidden.
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
Is it possible to have a requirement linked to whether or not you have a tech tree element allowed, rather than completed, in progress, etc.?
Redundancy-wise, if I include say, every unit in each button, will it ignore duplicates, or will I end up with a bunch of buttons that all have the same single unit?
You need duplicates. Lots of duplicates. I would go with a Buff bases system that has a counter for each unit x each slot. You can then show the button based on a trigger added buff.
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
Would I need a different buff for each unit for each slot? Like "Zergling in slot 1"? Otherwise it seems like it'd be the same issue with showing a higher priority button would overwrite every button.
Yes. Each slot for each unit needs its own buff and button. As you can guess this quickly becomes a big task with many slots and many units.
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
I'm thinking the path of least resistance might be to make an ability (a copy of Morph Unit) for each unit for each slot, then in my triggers Allow/Disallow the appropriate abilities. The maximum number of button locations should be 7, so that means 7 abilities per unit, but they can share buttons, and I wouldn't need to create any buffs or requirements.