I just meant that it is a better implementation in an actual map then what I was doing before (based off of resources players had).
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I just meant that it is a better implementation in an actual map then what I was doing before (based off of resources players had).
So you aren't detecting the player number directly?
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No, in the example up right now it uses the number of marines a player owns to modify the colour. A better implementation would be to create a custom upgrade for each player, give it to them through triggers and then have a validator for that. If you need an example map just ask.
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That seems a bit more cumbersome then just using a custom resource. Considering the fact that Terrazine has only made one appearance, I don't think many people will find much use for four different resources. Unless they were recreating Age Of Empires.
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That seems a bit more cumbersome then just using a custom resource. Considering the fact that Terrazine has only made one appearance, I don't think many people will find much use for four different resources. Unless they were recreating Age Of Empires.
Good idea.
No, in the example up right now it uses the number of marines a player owns to modify the colour. A better implementation would be to create a custom upgrade for each player, give it to them through triggers and then have a validator for that. If you need an example map just ask.
... but Temp's idea is kind of cool!
Imagine an upgrade to change your beam's color!
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It would be really neat if you linked the amount of damage it did with the color. Like make blue do light damage, yellow do medium damage, and red do heavy damage. While it may be simpler to use something like resources, I would think, as Temp has already suggested and proved, that upgrades are probably a lot more viable and flexible solution.
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It would be really neat if you linked the amount of damage it did with the color. Like make blue do light damage, yellow do medium damage, and red do heavy damage. While it may be simpler to use something like resources, I would think, as Temp has already suggested and proved, that upgrades are probably a lot more viable and flexible solution.
Realistically, light damage would be colored blue, medium damage would be colored yellow, and heavy damage would be colored red - not the other way around. AFAIK you can't base upgrades or other things like that on actors.
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AFAIK you can't base upgrades or other things like that on actors.
You should be able to use upgrades to affect actors although I have not tried it out yet. In actor events you add a term that is a player validator. For the validator you use a player requirement and the requirement is they have the upgrade.
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
You can add that to the Actor events! That thing is very powerful.
Just have a look at the Zergling. He has an event that changes the model to the Zergling with Wings, if you have the upgrade.
You can even change models based of the graphic settings (like the mineral field does).