Trying to get the production of units on building to stop so I can then use triggers to increase production on buildings sorry if this isn't a data problem, but i've tried making a behavior for the barracks and setting it to disable ability classes. Essentially I want it to work exactly like the overseer's contaminate spell, but not on a cooldown and without the goopy stuff
I found that if you make a trigger like this it works, but has about .5 sec time where the players selection keeps, gonna see if there is a way to get rid of that
Event - Any Unit is Selected by player 1
Condition - 2 <= Number of Living units in (Selected untis ofr player (triggeringplayer))) <= 10000
Actions - Deselect all units for player 1
Select (unit 1 from (Selected units for play1)) for player 1
I just used 10,000 as infinity, not sure if you can do a compare with infinity in the galaxy editor or maybe just a greater than :/
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Trying to get the production of units on building to stop so I can then use triggers to increase production on buildings sorry if this isn't a data problem, but i've tried making a behavior for the barracks and setting it to disable ability classes. Essentially I want it to work exactly like the overseer's contaminate spell, but not on a cooldown and without the goopy stuff
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I found that if you make a trigger like this it works, but has about .5 sec time where the players selection keeps, gonna see if there is a way to get rid of that
Event - Any Unit is Selected by player 1 Condition - 2 <= Number of Living units in (Selected untis ofr player (triggeringplayer))) <= 10000 Actions - Deselect all units for player 1 Select (unit 1 from (Selected units for play1)) for player 1
I just used 10,000 as infinity, not sure if you can do a compare with infinity in the galaxy editor or maybe just a greater than :/