This is an easy task. I have made something similar for the Brutalisk. For your Mothership<->Nexus relationship it would be like this ...
(For all examples: Only Motherships being queued, build or alive are counted)
1 Mothership per Nexus
Use CountUnit(FleetBeacon,CompleteOnly)[TechTreeCheat] && CountUnit(Mothership,QueuedOrBetter) < {Only 1 motherships are allowed per Nexus}CountUnit(Nexus,CompleteOnly)
Show
(leave it empty!)
Or you could use this one ...
2Mothership per Nexus
Use CountUnit(FleetBeacon,CompleteOnly)[TechTreeCheat] && CountUnit(Mothership,QueuedOrBetter) < {Only 2 motherships are allowed per Nexus}(CountUnit(Nexus,CompleteOnly) * 2)
Show
(leave it empty!)
If you think 1 Mothership per Nexus is too much ...
Cumulated countof Motherships per Nexus
Use CountUnit(FleetBeacon,CompleteOnly)[TechTreeCheat] && (((CountUnit(Mothership,QueuedOrBetter) * CountUnit(Mothership,QueuedOrBetter)) + CountUnit(Mothership,QueuedOrBetter)) / 2) < {Every additional mothership needs one Nexus more to be supplied than the last one.}CountUnit(Nexus,CompleteOnly)
Show
(leave it empty!)
This leads to ...
Number of Motherships
Required number of Nexus
Hint
1
1
1
2
3
1+2
3
6
1+2+3
4
10
1+2+3+4
Copy and paste it. For me it is easier to show these examples to you this way than to format them from tree view into WikiCreole. If you want something else, let me know ;)
Instead of the sum (Hatchery+Lair+Hive) there is the possibility to use an alias. "CountUnit(Alias_Lair,CompleteOnly) ". The aliases (?) can not be selected with the drop down menus.
I try to create a requirement that requires X of the same type of building.
For example, to build a barrack, you need to have 3 supply depots.
How can this be done?
@Kabelkorven: Go
Thank you.
I try to make so a player can not train more units of a specific kind than they have x of a building.
For example, a player can only train as many motherships as they have nexus.
So, to be able to train 2 motherships, you must have 2 nexuses.
Once you have 2 mothersips and 2 nexuses, you must build more nexus or lose a mothership to be able to train more moterships..
I assume this can be done in requirements in a similar way to the method you described above. But I can´t get it to work properly.
How can this be done?
@Kabelkorven: Go
This is an easy task. I have made something similar for the Brutalisk. For your Mothership<->Nexus relationship it would be like this ...
(For all examples: Only Motherships being queued, build or alive are counted)
CountUnit(FleetBeacon,CompleteOnly)[TechTreeCheat] && CountUnit(Mothership,QueuedOrBetter) < {Only 1 motherships are allowed per Nexus}CountUnit(Nexus,CompleteOnly)
(leave it empty!)
Or you could use this one ...
CountUnit(FleetBeacon,CompleteOnly)[TechTreeCheat] && CountUnit(Mothership,QueuedOrBetter) < {Only 2 motherships are allowed per Nexus}(CountUnit(Nexus,CompleteOnly) * 2)
(leave it empty!)
If you think 1 Mothership per Nexus is too much ...
CountUnit(FleetBeacon,CompleteOnly)[TechTreeCheat] && (((CountUnit(Mothership,QueuedOrBetter) * CountUnit(Mothership,QueuedOrBetter)) + CountUnit(Mothership,QueuedOrBetter)) / 2) < {Every additional mothership needs one Nexus more to be supplied than the last one.}CountUnit(Nexus,CompleteOnly)
(leave it empty!)
This leads to ...
Copy and paste it. For me it is easier to show these examples to you this way than to format them from tree view into WikiCreole. If you want something else, let me know ;)
Hmm seems they fixed the problem of requirements not being able to divide.
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
Just a small question:
I try to apply the same requirement for Queens & Hatcherys. But I want Lair and Hive to count aswell.
Example: Player A has 2 Hatcherys and 1 Hive. He can have a maximum of 3 Queens at the same time.
I´ve been experimenting with this but I can´t get it to work properly. Right now it looks like this for me:
CountUnit(Queen,QueuedOrBetter) < {Only 1 Queen are allowed per Hatchery}CountUnit(Hatchery,CompleteOnly) || CountUnit(Lair,CompleteOnly) || CountUnit(Hive,CompleteOnly)
When I build a lair I can produce unlimited number of Queens. : s
How can this be done?
Use an and Node so the hatcheries and hives is compared to the number of queens.
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
Try this one ...
CountUnit(SpawningPool,CompleteOnly)[TechTreeCheat] && (CountUnit(Queen,QueuedOrBetter) + CountUnit(QueenBurrowed,QueuedOrBetter)) < {Only 1 Queen per town}(CountUnit(Hatchery,CompleteOnly) + CountUnit(Lair,CompleteOnly) + CountUnit(Hive,CompleteOnly))
Instead of the sum (Hatchery+Lair+Hive) there is the possibility to use an alias. "
CountUnit(Alias_Lair,CompleteOnly)
". The aliases (?) can not be selected with the drop down menus.CountUnit(SpawningPool,CompleteOnly)[TechTreeCheat] && (CountUnit(Queen,QueuedOrBetter) + CountUnit(QueenBurrowed,QueuedOrBetter)) < {Only 1 Queen per town}
CountUnit(Alias_Lair,CompleteOnly))
Yeah aliases are a pain and I do not know how to give units an alias, only actors.
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: Unit -> Tech Tree -> Tech Alias. You can even give the unit more than one alias.
Thanks. Knew the second part, just did not know about the first. Pretty obvious once pointed out though. Added to the wiki.
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