I have an ability called Calldown: Marine. Instead of a Mule being dropped, a permanent marine is dropped. The problem is that since marines use supply, players can use this spell even if they don´t have enough supply. (They can get unlimited numbers of marines.)
Is there any way to make the spell being used ONLY when you have supplys?
If you have 10/10 supply, the spell can´t be casted.
If you have 9/10 supply, you can use the spell once.
Etc.
Question #2:
If I instead make the marine live temporariliy (like a MULE) is there any way to make the dropped marine NOT require supply?
If you build a marine in a barrack it costs 1 supply. If you use Calldown: Marine, the marine costs 0 supply but dies shortly.
(Yes, I know I can create a whole new type of marines that uses 0 food. I just want to know if there is any other method so I can use the same type of unit.)
If I instead make the marine live temporariliy (like a MULE) is there any way to make the dropped marine NOT require supply?
If you build a marine in a barrack it costs 1 supply. If you use Calldown: Marine, the marine costs 0 supply but dies shortly.
(Yes, I know I can create a whole new type of marines that uses 0 food. I just want to know if there is any other method so I can use the same type of unit.)
I think, the Create Unit effect, which creates the actual marine, has a flag to make the created unit use or ignore supply cost. Not 100% sure, though, and I cannot check right now.
I think, the Create Unit effect, which creates the actual marine, has a flag to make the created unit use or ignore supply cost. Not 100% sure, though, and I cannot check right now.
You´re right! I can make the unit ignore/require supply.
Checking the unit supply flag on the "create unit" effect should solve your problem. You'll probably need to make two versions of the spell for the supply vs supplyless variants.
1/2. You can have a Buff on the structure that uses a Player Compare Food Available disable validator to check for supply that a requirement then uses for the abilities.
3. Under the Create Unit effect use the Provide/Uses Food flags in the Effect - Creation Options
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Question #1:
I have an ability called Calldown: Marine. Instead of a Mule being dropped, a permanent marine is dropped. The problem is that since marines use supply, players can use this spell even if they don´t have enough supply. (They can get unlimited numbers of marines.)
Is there any way to make the spell being used ONLY when you have supplys?
If you have 10/10 supply, the spell can´t be casted. If you have 9/10 supply, you can use the spell once. Etc.
Question #2:
If I instead make the marine live temporariliy (like a MULE) is there any way to make the dropped marine NOT require supply?
If you build a marine in a barrack it costs 1 supply. If you use Calldown: Marine, the marine costs 0 supply but dies shortly.
(Yes, I know I can create a whole new type of marines that uses 0 food. I just want to know if there is any other method so I can use the same type of unit.)
Q1
You can use triggers to check if Supply != Maximum Supply for the player casting the ability.
Cab this be done in the data editor?
In the same way as I train a normal unit, a message appers "Not enough supply" , can it be done with a ability?
@Kabelkorven: Go
Of course! You know how spells costs energy? Go find where that value is, and add a value of supply/food, then change that, get rid of the energy 1,
Huzzah!
I think, the Create Unit effect, which creates the actual marine, has a flag to make the created unit use or ignore supply cost. Not 100% sure, though, and I cannot check right now.
You´re right! I can make the unit ignore/require supply.
Supply can´t be added as a casting cost of the spell. At least not in this way. Minerals work.
Any other ideas?
@Kabelkorven: Go
Checking the unit supply flag on the "create unit" effect should solve your problem. You'll probably need to make two versions of the spell for the supply vs supplyless variants.
@Kabelkorven: Go
Yeah, I believe they can, i use it for abilities, of some sort, like a morph spell,
You mean in the casting cost of the Calldown: Mule ability?
Energy Life Shields Minerals Gas has values that I can modifiy. But there is not value for supply. Am I missing something? O_o
@Kabelkorven: Go
1/2. You can have a Buff on the structure that uses a Player Compare Food Available disable validator to check for supply that a requirement then uses for the abilities.
3. Under the Create Unit effect use the Provide/Uses Food flags in the Effect - Creation Options
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
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