I'm making a hero for my game and need a bit of help with his mechanics. He has different parts of machines that he can combine for different effects, with 4 different parts in total (metal, explosive, wiring, power).
When you use a few parts, he can activate assemble which gives the effect based on what is combined, ( 2 explosives and a metal make a rocket to shoot, while 2 metal, 2 power, 1 wire makes a bomb-bot etc.)
What would be the best way to go about making this system? Triggers are fine as is data, but a nudge in an efficient direction would be much appreciated.
Well, I would swap out the spells using triggers. The huge amount of possible combinations would require tons of additional data objects, besides the ones used for the actual spells, which I would create mostly in data. I would use a new ability for every possible combination; trying to put everything in one spell or something would probably result in chaos ;)
You put all the ablities on your hero and show/hide the correct abilities by using triggers. As for checking the combinations; well, I would probably use dialogs or dummy abilities in another command card to choose them; then check/save the parts using triggers and update the spells accordingly.
Note, that there is a limit of (I think) 31 abilities per hero; also iirc there was a limit for the buttons in a command card as well.
True if you intend on having over 31 different abilities, then use triggers. If it is less use data since it is pretty easy to make requirements that count behaviour stacks and you could have your parts as those stacks though visual wise you could do more with triggers and have a panel showing how much of each you have.
Hello Sc2Mapster,
I'm making a hero for my game and need a bit of help with his mechanics. He has different parts of machines that he can combine for different effects, with 4 different parts in total (metal, explosive, wiring, power).
When you use a few parts, he can activate assemble which gives the effect based on what is combined, ( 2 explosives and a metal make a rocket to shoot, while 2 metal, 2 power, 1 wire makes a bomb-bot etc.)
What would be the best way to go about making this system? Triggers are fine as is data, but a nudge in an efficient direction would be much appreciated.
Yours sincerely,
AnOddRadish.
Well, I would swap out the spells using triggers. The huge amount of possible combinations would require tons of additional data objects, besides the ones used for the actual spells, which I would create mostly in data. I would use a new ability for every possible combination; trying to put everything in one spell or something would probably result in chaos ;)
You put all the ablities on your hero and show/hide the correct abilities by using triggers. As for checking the combinations; well, I would probably use dialogs or dummy abilities in another command card to choose them; then check/save the parts using triggers and update the spells accordingly.
Note, that there is a limit of (I think) 31 abilities per hero; also iirc there was a limit for the buttons in a command card as well.
True if you intend on having over 31 different abilities, then use triggers. If it is less use data since it is pretty easy to make requirements that count behaviour stacks and you could have your parts as those stacks though visual wise you could do more with triggers and have a panel showing how much of each you have.
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
Thank you guys, I was really hoping I wouldn't have to do this through data. You made my day :)