I've been searching for upwards of an hour now, but I'm just hoping that I'm missing a solution, and that it isn't just blatantly impossible. I have a group of 4 units. All four of them use the same Damage and Armor upgrades... to a degree. I created two sets of Damage and Armor upgrades, as only two units can exist on the map at the same time, and each of them gets their own set of upgrades. This works excellently. Unfortunately, these upgrades are purchased through a proxy, controlled by a different player entirely. As such, this player possesses both sets of upgrades and, as a result of the way that these upgrades function, in that no two units are absolutely guaranteed to be in the same order every time, the player purchasing the upgrades gets double the amount of upgrade effects. Is there a way to limit this?
i don't get it. So you saying your player 3 (or 2) buy upgrades for player 1 and 2?
And if you mean that both units are of same player then proxy player have no units?
Because upgrades are per player so i have hard time finding your issue.
Player 1 Owns Unit 1. Unit 1 is a hero unit, and possesses upgrades.
Player 2 Owns Unit 2. Unit 2 is a hero unit, and possesses upgrades.
Player 3 owns Unit 3 and 4. Units 3 and 4 are selected for Player 3 when Player 3 selects Unit 1 or Unit 2. When player 3 purchases an upgrade for Unit 3 or 4, that upgrade is given to the respective Unit.
As in, let's say that Player 3 purchases an Attack upgrade for Unit 3. Because Unit 3 is linked to Unit 1 using triggers, the purchased upgrade is transferred, and both Unit 3 and Unit 1 gain the Attack Upgrade. However, because both Unit 3 and 4 possess the same upgrades, Unit 4 gains +1 attack as well, even though Unit 2 has not. The fact that Unit 2 has not gained an upgrade is an intended feature- the problem lies with Unit 4 gaining the +1 attack.
In reality, however, Units 1 and 2, and thus Units 3 and 4, are selected by the respective Players at the beginning of the game, out of a pool of 12 possible units. As such, it's impossible to predict any given combination of two heroes.
Only option i see would be 12 sets. Would be somehow logic if you upgrade abilities anyway; otherwise you could try stacking behaviors.
With this setup you have to get per unit separation so you can't really use 1 upgrade for 2 units.
I thought of this, but it seems like a huge amount of manual work, and I've always preferred to try and find the most efficient ways to do things, so if I have to do them again later, I know how, and don't have to waste time.
if your saying they use same upgrades its matter of copy paste to be honest. Also if you name them something like ATK1,ATK2 you can access them with strings to easily replace the number
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I've been searching for upwards of an hour now, but I'm just hoping that I'm missing a solution, and that it isn't just blatantly impossible. I have a group of 4 units. All four of them use the same Damage and Armor upgrades... to a degree. I created two sets of Damage and Armor upgrades, as only two units can exist on the map at the same time, and each of them gets their own set of upgrades. This works excellently. Unfortunately, these upgrades are purchased through a proxy, controlled by a different player entirely. As such, this player possesses both sets of upgrades and, as a result of the way that these upgrades function, in that no two units are absolutely guaranteed to be in the same order every time, the player purchasing the upgrades gets double the amount of upgrade effects. Is there a way to limit this?
i don't get it. So you saying your player 3 (or 2) buy upgrades for player 1 and 2?
And if you mean that both units are of same player then proxy player have no units?
Because upgrades are per player so i have hard time finding your issue.
I'm sorry, I know it's a confusing explanation.
Here's another try:
Player 1 Owns Unit 1. Unit 1 is a hero unit, and possesses upgrades.
Player 2 Owns Unit 2. Unit 2 is a hero unit, and possesses upgrades.
Player 3 owns Unit 3 and 4. Units 3 and 4 are selected for Player 3 when Player 3 selects Unit 1 or Unit 2. When player 3 purchases an upgrade for Unit 3 or 4, that upgrade is given to the respective Unit.
As in, let's say that Player 3 purchases an Attack upgrade for Unit 3. Because Unit 3 is linked to Unit 1 using triggers, the purchased upgrade is transferred, and both Unit 3 and Unit 1 gain the Attack Upgrade. However, because both Unit 3 and 4 possess the same upgrades, Unit 4 gains +1 attack as well, even though Unit 2 has not. The fact that Unit 2 has not gained an upgrade is an intended feature- the problem lies with Unit 4 gaining the +1 attack.
In reality, however, Units 1 and 2, and thus Units 3 and 4, are selected by the respective Players at the beginning of the game, out of a pool of 12 possible units. As such, it's impossible to predict any given combination of two heroes.
I hope that explains it better. Thank you again!
lol you made it complex for sure :p
Only option i see would be 12 sets. Would be somehow logic if you upgrade abilities anyway; otherwise you could try stacking behaviors.
With this setup you have to get per unit separation so you can't really use 1 upgrade for 2 units.
I thought of this, but it seems like a huge amount of manual work, and I've always preferred to try and find the most efficient ways to do things, so if I have to do them again later, I know how, and don't have to waste time.
if your saying they use same upgrades its matter of copy paste to be honest. Also if you name them something like ATK1,ATK2 you can access them with strings to easily replace the number