I'm making requirements for my map, and I need to make a number of purchasable abilities, of which you can only have a certain number of in total before they all grey out. I wonder If there's a better way to do it than create an expression for every possible eventuality. I also need to do the same thing for a number of different buyable units.
@thomulf: Go You could make a certain buff stack for the purchased abilities, then you can use the buff stack instead. You can apply the same idea for the units.
sorry for necro, but this is still an issue for me. Since I only need to prevent more than a certain amount of abilities from being bought, is there a way I can do it with shared charges, kind of like learning hero abilities upon leveling up?
I'm making requirements for my map, and I need to make a number of purchasable abilities, of which you can only have a certain number of in total before they all grey out. I wonder If there's a better way to do it than create an expression for every possible eventuality. I also need to do the same thing for a number of different buyable units.
@thomulf: Go You could make a certain buff stack for the purchased abilities, then you can use the buff stack instead. You can apply the same idea for the units.
That would have issues with revives.
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
sorry for necro, but this is still an issue for me. Since I only need to prevent more than a certain amount of abilities from being bought, is there a way I can do it with shared charges, kind of like learning hero abilities upon leveling up?
@thomulf: Go
you could handle some of it with triggers and dummy behaviors applied through triggers.....
if deaths and revives are an issue you can store some of the data in variables and reapply them through triggers on revives.