Posting here to try to get a solution for shared pylon power using the Trigger Editor. I have searched around and found two possible solutions, which I have tried to no avail.
The first solution is to create a dummy pylon for the allies of the owner of the pylon, but the problem is that the pylon power source seems to stop working if the dummy pylon is hidden.
The second solution is to use Apply Behavior (Player) to apply Pylon - Power Source to the pylon from the allies of the owner of the pylon, but that didn't seem to do the trick either.
Does anyone out there already know of a solution that I could use? Thanks.
I'm throwing a wild guess here, but can't you make a trigger where if a building is made (pylon) check which buildings (of the owners allies) are near.
Then give those unit power (by giving them a buff). Would that work?
There seems to be an Power Source type of Behaviours, so maybe your answer is there (hidden :P)
You could probably make a duplicate pylon unit that does the same things. The only difference has to be the scale of the unit should be like 1% for everything, making it practically invisible. Also you would have to figure out a way to kill these duplicate pylons if the real pylon dies.
the dummy will work if you don't make it hidden. just shrink the model so far that it is a spec, then make it unelectable and no collision and poof a dummy pylon
Hi,
Posting here to try to get a solution for shared pylon power using the Trigger Editor. I have searched around and found two possible solutions, which I have tried to no avail.
The first solution is to create a dummy pylon for the allies of the owner of the pylon, but the problem is that the pylon power source seems to stop working if the dummy pylon is hidden.
The second solution is to use Apply Behavior (Player) to apply Pylon - Power Source to the pylon from the allies of the owner of the pylon, but that didn't seem to do the trick either.
Does anyone out there already know of a solution that I could use? Thanks.
BlackWaltz
I'm throwing a wild guess here, but can't you make a trigger where if a building is made (pylon) check which buildings (of the owners allies) are near.
Then give those unit power (by giving them a buff). Would that work?
There seems to be an Power Source type of Behaviours, so maybe your answer is there (hidden :P)
Hope I helped,
MrGliath
@BlackWaltzN3: Go
You could probably make a duplicate pylon unit that does the same things. The only difference has to be the scale of the unit should be like 1% for everything, making it practically invisible. Also you would have to figure out a way to kill these duplicate pylons if the real pylon dies.
I think this question belongs in the data section. Check the pylons unit data, and just fumble around, see if you find anything useful.
Make a pylon - power source (ally) behavior and when the pylon enters the battlefield add that behavior to the pylon
Maybe is a new feature of the editor, but here's the currently easiest method:
Action -> PlayerSetAlliance -> inAllianceId: Shared Power
the dummy will work if you don't make it hidden. just shrink the model so far that it is a spec, then make it unelectable and no collision and poof a dummy pylon
omg this is such an old thread! why is it on active tread list!?