Split Behavior Icons

MissKerrigan

Active Member
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Hello,

lol a bit weird title but I didn't know better :)

I made a trigger that my unit get's a behavior when it picked up a key (behavior 'key')
I set the maximum stack count for the behavior to 10, this works fine but there is 1 problem:

As soon I pickup multiple key's there's still only ONE icon shown in the unit while it are 2 behaviors

How can I get multiple behavior-icons on the same unit?

MissKerrigan
 

GFreak45

I didnt slap you, i high 5'd your face.
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thats because there arent 2 behaviors, there is one behavior with 2 stacks, you need to create a unique behavior for every key if you want them to display seperately, buff/debuff markers simply cant show the stack count
 

GFreak45

I didnt slap you, i high 5'd your face.
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130
then you simply cant do it, unless you add extra behaviors and make requirements for them that count the first behavior count, ie:
  • Behavior 1: max stack = max ammount of keys
  • Behavior 2: max stack = 1, requirement: 2 stacks of behavior 1
  • Behavior 3: max stack = 1, requirement: 3 stacks of behavior 1
  • Behavior 4: max stack = 1, requirement: 4 stacks of behavior 1
  • etc
 

MissKerrigan

Active Member
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23
are that variables?

btw, I got also gates in the map which go open ONLY if your unit has the behavior 'key'
but I think this triggers wont work anymore if I create additional behaviors which are unique but since they are not the same 'source' it wont work
 

GFreak45

I didnt slap you, i high 5'd your face.
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no they are normal data editor behaviors, and if you create additional behaviors for the key it will still work because you arent removing the orriginal

here is a step by step:
  1. Create a new behavior (or use the one you already have) which is the first buff, this should have a maximum stack of the ammount of keys you want to have
  2. Create a new behavior just like the first buff, that does nothing but have an icon and maximum stack of 1
  3. Create a new requirement under the requirements tab
  4. Add the node: Greater than or equal to
  5. to that node, add the following:
  • Count Behavior completed at unit (set the behavior to the one we just created)
  • Constant 2
Then repeat steps 2-5 increasing the constant by 1 for every time you repeat this, do it until you have created a buff for every single stack of the first buff

all this will do is create a ui showing how many stacks of the buff there to the user, you trigger everything and apply modifications based on the first buff's stacks
 

MissKerrigan

Active Member
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23
thanks Gfreak

I assuming I have to do the same for every key?

(red key's fits red gates, green key's fits green gates etc...)
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
no, that will work with 1 key type, even if they pick up 20 of them
 
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