So I've played with the trigger editor a lot, and I want to start using the data editor. I've played around with it, and created my own construction system (nothing too exciting, just a C&C style click construction yard, place building) and buildings that generate resources.
However, I want a building that converts vespane into minerals. I could happily make a building that consumes vespane, and generates minerals, but I want it to not work if the player doesn't have enough vespane.
I have a feeling the answer lies with validators. I also have a feeling this is a very simple problem. Any advice?
Yes, and yes. Use a behavior that has a periodic Modify Player effect to grant the resource and take away the other (can do both with one effect.) And a Player Compare Resource validator.
Worked perfectly. Total Annihilation style "convert one resource to another" building that won't fire if the player can't afford the cost. Nothing huge but for my first foray into the data editor, it feels nice.
Next step is to make it a toggled ability :) Easy enough to do, just make a Behavior ability and set Toggled and Toggle On flags (so it's initially on.) That way you can disable the conversion when you're low on the first resource.
And then to edit the actor events so the building plays some sort of animation when the behaviors on and stops when its off!
Nothing is simple or straightforward in the data editor, it only seems that way before you start polishing :0
Rather than make a new thread, I thought I'd just post it here. I have a new problem which is probably as basic as the first. I spent quite some time searching on this site for the answer, and did not find anything relevent.
Basically, I have custom buildings. When they are building, their build animations do not play (no scaffolding etc). Any ideas how to get the animations to run?
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So I've played with the trigger editor a lot, and I want to start using the data editor. I've played around with it, and created my own construction system (nothing too exciting, just a C&C style click construction yard, place building) and buildings that generate resources.
However, I want a building that converts vespane into minerals. I could happily make a building that consumes vespane, and generates minerals, but I want it to not work if the player doesn't have enough vespane.
I have a feeling the answer lies with validators. I also have a feeling this is a very simple problem. Any advice?
@Eiviyn: Go
Yes, and yes. Use a behavior that has a periodic Modify Player effect to grant the resource and take away the other (can do both with one effect.) And a Player Compare Resource validator.
Thanks for the reply.
Worked perfectly. Total Annihilation style "convert one resource to another" building that won't fire if the player can't afford the cost. Nothing huge but for my first foray into the data editor, it feels nice.
Next step is to make it a toggled ability :) Easy enough to do, just make a Behavior ability and set Toggled and Toggle On flags (so it's initially on.) That way you can disable the conversion when you're low on the first resource.
And then to edit the actor events so the building plays some sort of animation when the behaviors on and stops when its off!
Nothing is simple or straightforward in the data editor, it only seems that way before you start polishing :0
You read my mind...
Rather than make a new thread, I thought I'd just post it here. I have a new problem which is probably as basic as the first. I spent quite some time searching on this site for the answer, and did not find anything relevent.
Basically, I have custom buildings. When they are building, their build animations do not play (no scaffolding etc). Any ideas how to get the animations to run?