what i was wondering is if you can make the ability to move come at a cost? the idea is, every map in SC2 has a placement grid built in already, is there a way to depleate 10engergy for ever square of movement?
create a dummy unit on your unit every x sec with footprint size 1x1 (make it block only the dummy unit ofc)
check if location is pathable.. then create the dummy and remove energy
Quote from Doubleclick123:
Find the ability, add energy cost. Or if you want, get all triggery about it...
there is no field box for Cost on the ability...
The Move Ability doesn't work that way.
The method Disturbed described should work though, but has some problems (not firing for teleport abilities, might have problems for really fast units etc.).
might have figured it out but does anyone know what this validator does or how it works? "Is Pathing" it seems closest to a unit 'moving' validator i can find.
@Bommes:
want it like an Effect - Instant ability instead of creating a unit.
thank you for the suggestions, here is what i ended up with:
Effect - Instant : autocast on, validators: Field Move Cost Ability: Validator 0 Is Pathing -- Ability: Validator 1 Has Energy. Cost:energy.
so now when a unit moves (pathing) it spends energy. :D.
but how to make it stop when it has none... this is what i came up with on that.
Effect - Instant: autocast on, validators: Field Move Stop Ability: Validator 0 Caster Energy LT1. Effects:Apply Behavior.
Behavior:Disable 'move' ability.
Works pretty good just have to work with the numbers to how fast i want it to spend the energy and figure out how much energy to give to a unit.
EG:Scv gets 50energy, when it has no it stops. could make for an interesting game. :D
probably as close as you can get to a turn base system with-out using any triggers. it also adds in a different stratagy to the game when you have to factor in your units can not move unlimited range.
why not just use a hidden behavior that fires every .5 second. it runs an effect to remove energy (or add a behavior to decrease energy regen). the effect is tired to the validator ! Is Stationary
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what i was wondering is if you can make the ability to move come at a cost? the idea is, every map in SC2 has a placement grid built in already, is there a way to depleate 10engergy for ever square of movement?
Find the ability, add energy cost. Or if you want, get all triggery about it...
create a dummy unit on your unit every x sec with footprint size 1x1 (make it block only the dummy unit ofc)
check if location is pathable.. then create the dummy and remove energy
sorry for my english..
Quote from Doubleclick123:
Find the ability, add energy cost. Or if you want, get all triggery about it...
----
there is no field box for Cost on the ability...
anyone know how to make--Field MoveAbility:NameMove into a FieldMarine - StimpackAbility: Name Stimpack ability?
The Move Ability doesn't work that way.
The method Disturbed described should work though, but has some problems (not firing for teleport abilities, might have problems for really fast units etc.).
@tdhsst:
might have figured it out but does anyone know what this validator does or how it works? "Is Pathing" it seems closest to a unit 'moving' validator i can find.
@Bommes:
want it like an Effect - Instant ability instead of creating a unit.
I would use a Create Persistent to use an Issue Order effect that orders it to move according to a square grid.
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
@DrSuperEvil:
@Bommes:
@xxxDisturbedxxx:
thank you for the suggestions, here is what i ended up with:
Effect - Instant : autocast on, validators: Field Move Cost Ability: Validator 0 Is Pathing -- Ability: Validator 1 Has Energy. Cost:energy.
so now when a unit moves (pathing) it spends energy. :D.
but how to make it stop when it has none... this is what i came up with on that.
Effect - Instant: autocast on, validators: Field Move Stop Ability: Validator 0 Caster Energy LT1. Effects:Apply Behavior.
Behavior:Disable 'move' ability.
Works pretty good just have to work with the numbers to how fast i want it to spend the energy and figure out how much energy to give to a unit.
EG:Scv gets 50energy, when it has no it stops. could make for an interesting game. :D
probably as close as you can get to a turn base system with-out using any triggers. it also adds in a different stratagy to the game when you have to factor in your units can not move unlimited range.
@tdhsst: Go
why not just use a hidden behavior that fires every .5 second. it runs an effect to remove energy (or add a behavior to decrease energy regen). the effect is tired to the validator ! Is Stationary