Is there a way to give an upgrade (Say concussive shells) to one particular marauder for player X, but not research it for player X? ie. I want player X to have 1 marauder with concussive shells, and 9 without concussive shells
I don't know what kind of map you are actually making but some trick with triggers (Allow/Disallow) might be good solution too.
Easy way might be doing so that that 1 Marauder is owned by different player than rest of of Marauders. Use "rescue" trigger or something similiar solution to gain control of that unit. You can have same color on many players.
change the requirement on the slow from a tech research to a buff that's on the unit. Make a new skill for the unit that adds said buff to the unit, but instead of charging energy like most spells, have it charge minerals.
You're just going to have to poke around the data editor to figure this stuff out in the end, there aren't any easy answers when it comes to figuring out this stuff at first.
Basically you can't upgrade one unit of particular type, as it is limited by game engine (all units refer to same values), but in your case of marauders you can do it by changing validator on conscussive shells.
Create new behavior "buff" and name it whatever, don't change anything +- make it hidden.
Create new validator of type "count behavior"/"compare behavior count" (it's called one of those don't remember) which will count number of behaviors you made if they're different from zero on caster. Add this validator to marauder's apply slow effect.
Then it's up to you how you apply this behavior to marauder to make his slow work.
I have an arena where the marauders will have concussive shells/stimpack regardless of whether or not the player has researched them.
At the bottom:
Is a standard 1v1, where the marauders can be trained from barracks, and their concussive/shells/stimpack abilities depend on whether or not the player has in fact researched the upgrades.
I'm not sure if that validator would need me to validate every unit trained normally by the player.
Oh if you're doing it that way I'd do it like this: still make buff/validator as I said above but:
Create new validator of type combine and modify it to be "OR" type, and contain both the validator that counts behavior and default validator that checks for upgrade
Add this validator to marauder's apply slow instead of validator that checks for upgrade (and the one that counts behavior if you already added it there)
That way, marauders will slow if they have the buff behavior on them OR research is already completed.
Simply add the buff behavior to marauders you want to have slow enabled by default, or leave them as is if you want them to require research as well.
Hi guys,
Is there a way to give an upgrade (Say concussive shells) to one particular marauder for player X, but not research it for player X? ie. I want player X to have 1 marauder with concussive shells, and 9 without concussive shells
@GriffithS55:
replace that unit with another unit that has the exact same everything BUT said upgrade. (IE copy that unit then give it shells)
I don't know what kind of map you are actually making but some trick with triggers (Allow/Disallow) might be good solution too.
Easy way might be doing so that that 1 Marauder is owned by different player than rest of of Marauders. Use "rescue" trigger or something similiar solution to gain control of that unit. You can have same color on many players.
change the requirement on the slow from a tech research to a buff that's on the unit. Make a new skill for the unit that adds said buff to the unit, but instead of charging energy like most spells, have it charge minerals.
You're just going to have to poke around the data editor to figure this stuff out in the end, there aren't any easy answers when it comes to figuring out this stuff at first.
Basically you can't upgrade one unit of particular type, as it is limited by game engine (all units refer to same values), but in your case of marauders you can do it by changing validator on conscussive shells.
Create new behavior "buff" and name it whatever, don't change anything +- make it hidden.
Create new validator of type "count behavior"/"compare behavior count" (it's called one of those don't remember) which will count number of behaviors you made if they're different from zero on caster. Add this validator to marauder's apply slow effect.
Then it's up to you how you apply this behavior to marauder to make his slow work.
@uiasdnmb: Go
To be more precise,
AT the top:
I have an arena where the marauders will have concussive shells/stimpack regardless of whether or not the player has researched them.
At the bottom:
Is a standard 1v1, where the marauders can be trained from barracks, and their concussive/shells/stimpack abilities depend on whether or not the player has in fact researched the upgrades.
I'm not sure if that validator would need me to validate every unit trained normally by the player.
Oh if you're doing it that way I'd do it like this: still make buff/validator as I said above but:
That way, marauders will slow if they have the buff behavior on them OR research is already completed.
Simply add the buff behavior to marauders you want to have slow enabled by default, or leave them as is if you want them to require research as well.
@uiasdnmb: Go
"default validator that checks for upgrade" which one is the default validator that checks for upgrade? (like stimpack, concussive shells, etc)