Thanks, that ended up working. Luckily I only need to worry about 1 to 3 supply units so didn't take too much copy and pasting. Future reference for anyone else that needs to do something like this:
A, make sure you do a modify unit and change ownership instead of a behavior or else your supply won't change.
And B, the compare unit field is Food, not Supplies as it shows up on the unit card. Also remember that supply is counted backwards from the way it's shown, so a Marine is -1 supply.
I have a move that my hero unit uses to target units that are already in the world to recruit them. I current have this set up as a behavior that changes player control like the Neural Parasite. I want this move to be limited by the supply of the unit vs. the players current supply count. So for example if you have 1 supply left you could recruit a marine but not a siege tank.
Problem is I can't figure out how to get the validators to work for this. I see the Player Food Available but it only allows me to compare versus a fixed value. I wish I could make heads or tails of how this function validator works because it seems like it might hold the secret but I'm lost. Any help would be greatly appreciated!
I'd say when each unit spawns create a persistent effect between the anchor and the escort. This persistent effect creates a stackable buff on the anchor. When the escort unit expires and the persistent effect ends have it's expire effect remove one of the buffs. Then if the anchor's buffs reach zero have it's expire effect be the instant kill.
Unfortunately the way that ability works is it uses no actor which causes the impact and launch attachments to be the origin. Without an actor the missiles do launch correctly but my ability lifts the unit in the air first so I have to have attachments. That's also the only instance of that I know in game too.
I have an ability that launches missiles from the target to the caster that looks really wonky. I have it set up under the Launch Missile effect to go from target to caster, and the ability seems to work that way, but the actor seems to be set up wrong.
When I have the attack actor set up as at caster for both the launch and impact effect it just shoots from the caster to the target. I changed it so that the launch effect was set to At Scope Target but that causes the missiles to shoot out of the target, then they swirl around them until they die then the missiles shoot quickly back to the caster. Tried some other ways but they gave no different results.
I was wondering if anyone had any experience with how to get this to work. Thanks a lot.
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@Photoloss: Go
Thanks, that ended up working. Luckily I only need to worry about 1 to 3 supply units so didn't take too much copy and pasting. Future reference for anyone else that needs to do something like this:
A, make sure you do a modify unit and change ownership instead of a behavior or else your supply won't change.
And B, the compare unit field is Food, not Supplies as it shows up on the unit card. Also remember that supply is counted backwards from the way it's shown, so a Marine is -1 supply.
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I have a move that my hero unit uses to target units that are already in the world to recruit them. I current have this set up as a behavior that changes player control like the Neural Parasite. I want this move to be limited by the supply of the unit vs. the players current supply count. So for example if you have 1 supply left you could recruit a marine but not a siege tank.
Problem is I can't figure out how to get the validators to work for this. I see the Player Food Available but it only allows me to compare versus a fixed value. I wish I could make heads or tails of how this function validator works because it seems like it might hold the secret but I'm lost. Any help would be greatly appreciated!
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@Pimpmunkeh: Go
I'd say when each unit spawns create a persistent effect between the anchor and the escort. This persistent effect creates a stackable buff on the anchor. When the escort unit expires and the persistent effect ends have it's expire effect remove one of the buffs. Then if the anchor's buffs reach zero have it's expire effect be the instant kill.
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@DrSuperEvil: Go
Unfortunately the way that ability works is it uses no actor which causes the impact and launch attachments to be the origin. Without an actor the missiles do launch correctly but my ability lifts the unit in the air first so I have to have attachments. That's also the only instance of that I know in game too.
0
I have an ability that launches missiles from the target to the caster that looks really wonky. I have it set up under the Launch Missile effect to go from target to caster, and the ability seems to work that way, but the actor seems to be set up wrong.
When I have the attack actor set up as at caster for both the launch and impact effect it just shoots from the caster to the target. I changed it so that the launch effect was set to At Scope Target but that causes the missiles to shoot out of the target, then they swirl around them until they die then the missiles shoot quickly back to the caster. Tried some other ways but they gave no different results.
I was wondering if anyone had any experience with how to get this to work. Thanks a lot.