What I tried for the levels is having a Validator for each level 1-5 that did CountBehavior(CBehaviorVeterancy,CompleteOnlyAtUnit) > X and had a Switch Effect with fall through that would each add a level to the spawned unit for every one that met each validator.
The problem is, the Caster target for the Launch effect on the Arm Magazine doesn't correspond with the unit that has the ability, so the validators in the Switch always fail.
Right now I limit the number of ammo units produced at one time with a requirement similar to the Carrier.
I'd like to increase that number depending on the level of the building, but can't copy the Carrier's upgrade since I'm wanting it per unit instead of the Catalog.
Is there a way to create a validator that checks the behavior stacks of the creator of the unit?
The long story:
I'm using a Arm Magazine ability to spawn units with veterancy levels from a building with veterancy levels. I'm trying to get those levels to translate to the spawned units. Example: a level 2 gateway spawns level 2 zealots.
Currently, I have a set of effects that are applied to the spawned units, one for each level increase (basically +1 xp each). It obviously fires all the effects as the set when the unit is spawned and they all come out at max level regardless of the level of the structure. I wanted to create validators for each individual effect to check the level of the building spawning the units.
I read the entire post and the question was never answered: Does the unit have to attack in order for the magazine'd units to attack, or do they follow standard protocol for engagments? Obviously, my building doesn't have an attack.
Bumping this to find out if the issue was solved. I'm in a similar situation where I'm trying to get a unit to stay within a certain range of a building, instead of a unit, but wander around and attack enemies that come within range.
I've done quite a bit of searching, but I don't see much about AI behavior or ability commands that would help with my problem. I'm not certain it's even possible.
What I need is the ability to have enemy units (auto-spawned) be given a command to basically a-move to a point/region/unit/etc, attacking any opposing play units along the way, but without turning back around to attack units behind them.
The map is a TD style but with spawned player units from buildings instead of attacking towers.
What currently happens is similar to this:
- Enemy unit spawned begins to a-move to "End Point"
- Player building spawns Zealot
- Enemy unit kills Zealot
- Enemy unit continues on a-move path
- After X amount of time, Zealot is respawned
- Enemy unit turns around to attack the newly spawned Zealot
What needs to happen is, the enemy unit should continue on his path only attacking new opposing player units in his path without returning to attack respawned dead units.
I would obviously like to do as much as possible in the Data editor before falling back to triggers.
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@PsychoMC: Go
There are "no fly" zones too that you can paint.
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Got that working with ammo requirements.
What I tried for the levels is having a Validator for each level 1-5 that did CountBehavior(CBehaviorVeterancy,CompleteOnlyAtUnit) > X and had a Switch Effect with fall through that would each add a level to the spawned unit for every one that met each validator.
The problem is, the Caster target for the Launch effect on the Arm Magazine doesn't correspond with the unit that has the ability, so the validators in the Switch always fail.
0
Slightly different question:
Right now I limit the number of ammo units produced at one time with a requirement similar to the Carrier.
I'd like to increase that number depending on the level of the building, but can't copy the Carrier's upgrade since I'm wanting it per unit instead of the Catalog.
Is there an easy way to do this?
0
Side note: it's extremely simple to set up through a trigger:
Event: - Any Unit creates a unit with ability SpawningBuilding (Magazine) or behavior No Game Link
Actions: - Unit - Set (Created Unit) Experience to (Real((Stack count of SpawningBuildingVeterancy on (Triggering Unit))))
However, I'd REALLY like to keep it in the data editor (and learn more about effects and validators)
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The short of it:
Is there a way to create a validator that checks the behavior stacks of the creator of the unit?
The long story:
I'm using a Arm Magazine ability to spawn units with veterancy levels from a building with veterancy levels. I'm trying to get those levels to translate to the spawned units. Example: a level 2 gateway spawns level 2 zealots.
Currently, I have a set of effects that are applied to the spawned units, one for each level increase (basically +1 xp each). It obviously fires all the effects as the set when the unit is spawned and they all come out at max level regardless of the level of the structure. I wanted to create validators for each individual effect to check the level of the building spawning the units.
Unless there is a better way to go about this?
0
@DrSuperEvil: Go
Thanks for you help. I got it working like I wanted it!
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@DrSuperEvil
I read the entire post and the question was never answered: Does the unit have to attack in order for the magazine'd units to attack, or do they follow standard protocol for engagments? Obviously, my building doesn't have an attack.
0
Bumping this to find out if the issue was solved. I'm in a similar situation where I'm trying to get a unit to stay within a certain range of a building, instead of a unit, but wander around and attack enemies that come within range.
0
I've done quite a bit of searching, but I don't see much about AI behavior or ability commands that would help with my problem. I'm not certain it's even possible.
What I need is the ability to have enemy units (auto-spawned) be given a command to basically a-move to a point/region/unit/etc, attacking any opposing play units along the way, but without turning back around to attack units behind them.
The map is a TD style but with spawned player units from buildings instead of attacking towers.
What currently happens is similar to this: - Enemy unit spawned begins to a-move to "End Point" - Player building spawns Zealot - Enemy unit kills Zealot - Enemy unit continues on a-move path - After X amount of time, Zealot is respawned - Enemy unit turns around to attack the newly spawned Zealot
What needs to happen is, the enemy unit should continue on his path only attacking new opposing player units in his path without returning to attack respawned dead units.
I would obviously like to do as much as possible in the Data editor before falling back to triggers.