Topic abilities, effects and behaviours
Turtles #601
Turtles
While this subforum is experiencing a mini revival in activity I thought I would ask about a problem I'm going to face.

I wish to be able to detect what percentage complete a building is during a morph. Buildings that can morph are:

  • Command centre -> orbital command
  • Command centre -> planetary fortress
  • hatchery -> lair
  • lair -> hive
  • spire -> greater spire
  • gateway -> warpgate
  • supply depot -> lowered supply depot


But I'm really only interested in the first 5 morphs as 6 and 7 are so quick that it doesn't really matter. I have searched extensively to find a way to directly detect it but I have come to the conclusion that there is no way to be able to find out directly.

There are easy ways to detect how long a behaviour has been on a unit though. So my idea is to swap the morph abilities of these units with an ability that both performs the origional task as well as applying a behaviour to the unit that doesn't do anything. so for the command centre -> orbital morph I have this:

fake morph ability which creates an effect A.
Effect A causes effect B and effect C
Effect B orders the unit to morph into an orbital command
Effect C gives the unit a behaviour D which has the same duration as the morph ability.

I set that all up for command centre and it works perfectly! However that is 1 custom ability, 1 custom behaviour and 3 custom effects = 5 custom attributes.

I will have to do the same thing for cancel so that when a player cancels a morph the behaviour is removed so that is 10 custom attributes per unit. Multiplied by 5 units = 50, multiplied by all the maps I wish to apply it to = about 400 custom attributes created through the data editor for the purpose I want.

Keeping in mind that manually entering in all the fiddly details will likely result in human errors and the pain it would be to track those errors down...

Is there an easier way?
mGGThoth #669
mGGThoth
01/31/2012 07:30 PMPosted by Turtles
There are easy ways to detect how long a behaviour has been on a unit though. So my idea is to swap the morph abilities of these units with an ability that both performs the origional task as well as applying a behaviour to the unit that doesn't do anything. so for the command centre -> orbital morph I have this:


that's actually a really great idea, as for having that many custom effects, my question is why?, why not bunch the apply behavior (the fake behavior apllicant or remover) effect, with the actual morph effects using a set effect?

of course, this is me editor theory crafting, since I have not looked into those abilities, but I will test my theory to see if it works, if it does, then it should work for you without all the annoying chain effects

I have not really utilized the morph effect before, so this will be interesting...

Please report any Code of Conduct violations, including:

Threats of violence. We take these seriously and will alert the proper authorities.

Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.

Harassing or discriminatory language. This will not be tolerated.

Click here to view the Forums Code of Conduct.

Report Post # written by
Reason
Explain (256 characters max)

Reported!

[Close]