So I've been working on this map for a really long time and I've come across something that basically destroys the whole concept,
You see I have this morph ability that "infests" the building (triggered by an effect) BUT it ends up at the end of the unit queue so it waits until the units being trained are done and then morphs. This is not what I want, I want it to stop everything that's being done by the building and just infest.
Summery; How would I go about making it so that this morph interrupts everything else and ends up first in the queue?
Use a Create Persistent effect which uses a Switch effect which uses an Issue Order effect to use the Stop ability to clear the queue if there is an ability in the queue and then after a 0.016 sec delay add your morph one once the queue is clear.
The Stop ability does not seem to cancel out queued units (, upgrades, etc) and how would I add a delay to the first switch (the one that issues the stop ability) so that it'll trigger the next switch ( it basically finds what morph to use for what unit) correctly?
Maybe just get it to use the cancel for the ability? Use a Set effect that issues it to use all morphs but validate them with a Unit Type validator.
Use Unit Compare Order Queue validators for the Switch effect. That way it will cancel queued units until it has no units queueud then tell it to morph and destroy the persistent.
So I've been working on this map for a really long time and I've come across something that basically destroys the whole concept,
You see I have this morph ability that "infests" the building (triggered by an effect) BUT it ends up at the end of the unit queue so it waits until the units being trained are done and then morphs. This is not what I want, I want it to stop everything that's being done by the building and just infest.
Summery; How would I go about making it so that this morph interrupts everything else and ends up first in the queue?
Use a Create Persistent effect which uses a Switch effect which uses an Issue Order effect to use the Stop ability to clear the queue if there is an ability in the queue and then after a 0.016 sec delay add your morph one once the queue is clear.
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: Go
Thanks for the response but I have some issues.
The Stop ability does not seem to cancel out queued units (, upgrades, etc) and how would I add a delay to the first switch (the one that issues the stop ability) so that it'll trigger the next switch ( it basically finds what morph to use for what unit) correctly?
Thanks in advance.
Maybe just get it to use the cancel for the ability? Use a Set effect that issues it to use all morphs but validate them with a Unit Type validator.
Use Unit Compare Order Queue validators for the Switch effect. That way it will cancel queued units until it has no units queueud then tell it to morph and destroy the persistent.
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: Go
I would just like to say that I got it to work, I had to figure some stuff out but you pointed me in the right direction. Thanks!
BTW if you don't mind me asking how would I go about allowing a behavior stay after a morph?
Use a Unit Type validator or get the morph applied effects to add a Buff that requirements use.
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