I apologize if this is not the correct place for this question.
How can I use the map editor to change the way that a building creates units? I would like to get a building to train units automatically via an infinite queue, ala Supreme Commander. I would like a barracks to, say, have a button that commands it to always build marines provided that the player has enough available resources to build one.
Usually in maps like that (Nexus Wars), you use a trigger with events to catch the producing structure finish building and then add the next queue, that way you can have infinite queue
Catalisk, it sounds like there would be a really easy way to make a building auto-train like a hanger, but infinitely, and not store the units inside, but to eject them as they are trained. How do I do that?
For that matter, what would it look like to take the data method route and program a building's behavior to start training a unit once it completes one?
Though it may require more work, the autocast route might be more elegant since it sounds like the other would return a "not enough minerals" message to the player when production outstrips income.
In the end, i'd like the map to have an real time display for income as well (eg. + or - minerals per second, given the rate of mining and the rate of spending from the autocast buildings). Also the autocast option would be a right click ability, leaving intact the normal ability to build single units, non repetitiously.
Hmm I looked at the carrier hangar again and that's actually an arm magazine autocast. I'm not sure how feasible it is to use arm magazine for this. There might be a way to make it work, but I suspect it would require a hacky work around.
I ended up going the trigger route and it works great.
I'd love to eventually find a way to make a right click autocast command for training units, though. But I really have no idea how to proceed with that.
If anyone has any ideas, I would really appreciate it.
There is no way to make the "barracks - train" ability auto cast like the heal ability. Unforunatly the flags doesn't exist, however this could be achieved as I said with data.
You make an ability "auto train marines" which is an ability behaviour, so when it is pressed it adds a buff onto that has a periodic effect that has an issue order to "train marine". this would keep going for the life of the buff, if you wanted a set time
Otherwise you just need another ability to take the auto train behaviour off the set unit.
If you would like an example map of how to do this I can upload one for you.
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I apologize if this is not the correct place for this question.
How can I use the map editor to change the way that a building creates units? I would like to get a building to train units automatically via an infinite queue, ala Supreme Commander. I would like a barracks to, say, have a button that commands it to always build marines provided that the player has enough available resources to build one.
Any help would be greatly appreciated.
Thank you.
Usually in maps like that (Nexus Wars), you use a trigger with events to catch the producing structure finish building and then add the next queue, that way you can have infinite queue
There is also a data method for auto training units. you give the building a behaviour with a periodic effect to issue order "train marine"
There's also an autocast for training units :P. See carrier hangars for details.
Wow. Thanks for the tips.
Catalisk, it sounds like there would be a really easy way to make a building auto-train like a hanger, but infinitely, and not store the units inside, but to eject them as they are trained. How do I do that?
Thanks again for the help, guys?
For that matter, what would it look like to take the data method route and program a building's behavior to start training a unit once it completes one?
Though it may require more work, the autocast route might be more elegant since it sounds like the other would return a "not enough minerals" message to the player when production outstrips income.
In the end, i'd like the map to have an real time display for income as well (eg. + or - minerals per second, given the rate of mining and the rate of spending from the autocast buildings). Also the autocast option would be a right click ability, leaving intact the normal ability to build single units, non repetitiously.
Again, thanks for the help so far.
Any other thoughts?
I really reccomend programmer option that really seem to be the easiest and simplest to acheive your goal... Anyway, it's up to you.
Hmm I looked at the carrier hangar again and that's actually an arm magazine autocast. I'm not sure how feasible it is to use arm magazine for this. There might be a way to make it work, but I suspect it would require a hacky work around.
Thanks again, guys.
I ended up going the trigger route and it works great.
I'd love to eventually find a way to make a right click autocast command for training units, though. But I really have no idea how to proceed with that.
If anyone has any ideas, I would really appreciate it.
@JBrahms3: Go
There is no way to make the "barracks - train" ability auto cast like the heal ability. Unforunatly the flags doesn't exist, however this could be achieved as I said with data.
You make an ability "auto train marines" which is an ability behaviour, so when it is pressed it adds a buff onto that has a periodic effect that has an issue order to "train marine". this would keep going for the life of the buff, if you wanted a set time
Otherwise you just need another ability to take the auto train behaviour off the set unit.
If you would like an example map of how to do this I can upload one for you.