I went back and took a look at the ability. The Validators are done correctly. The reason they aren't working is because I have to use the Hatchery's behavior and it does not allow validators. In an attempt to get around this I had this behavior run an effect instead of spawning a unit. This unfortunately does not seem to be working correctly either.
So I'm pretty much back to square one. I'll try creating a new behavior instead of basing it off the Hatchery behavior.
I'm trying to create an ability that spawns units around itself like an apple tree drops apples.
I also want it to be like Zerg Hatcherys and stop spawning when more than 3 "Fruit" are present. Furthermore, I want the ability to consume energy and stop functioning when the unit runs out of energy.
I've had some trouble implementing BOTH of these requirements.
I began by using the Zerg Hatchery's spawn larva behavior. But I was unable to prevent the behavior from spawning units when the "Tree" ran out of energy. I tried adding validators to check energy, but they do not function properly.
I then created an autocast ability that successfully manages its energy but ignores my 3 unit or less requirement.
I was wondering if anyone had any advice or could point me in the right direction.
Thanks for the fix man, I might also note that the custom units I placed on the map have returned after following your instructions. Saved me tons of time.
I'm having the exact same problem and I am running XP. It crashes when I select custom upgrades and when I try to add new units that will affect an existing upgrade.
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@RileyStarcraft: Go
I went back and took a look at the ability. The Validators are done correctly. The reason they aren't working is because I have to use the Hatchery's behavior and it does not allow validators. In an attempt to get around this I had this behavior run an effect instead of spawning a unit. This unfortunately does not seem to be working correctly either.
So I'm pretty much back to square one. I'll try creating a new behavior instead of basing it off the Hatchery behavior.
0
I'm trying to create an ability that spawns units around itself like an apple tree drops apples.
I also want it to be like Zerg Hatcherys and stop spawning when more than 3 "Fruit" are present. Furthermore, I want the ability to consume energy and stop functioning when the unit runs out of energy.
I've had some trouble implementing BOTH of these requirements.
I began by using the Zerg Hatchery's spawn larva behavior. But I was unable to prevent the behavior from spawning units when the "Tree" ran out of energy. I tried adding validators to check energy, but they do not function properly.
I then created an autocast ability that successfully manages its energy but ignores my 3 unit or less requirement.
I was wondering if anyone had any advice or could point me in the right direction.
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Ahh, I see now, thanks.
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Is it possible to change the texture and model of a map's cliffs?
I.E, switch a space platform man made cliff with port zion's man made cliff?
I've tried the data editor but it resets my cliffs when I try to modify them. Will I just have to create a new map?
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@wangbot: Go
Thanks for the fix man, I might also note that the custom units I placed on the map have returned after following your instructions. Saved me tons of time.
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@Alec0124: Go
I'm having the exact same problem and I am running XP. It crashes when I select custom upgrades and when I try to add new units that will affect an existing upgrade.