- Joined
- Mar 26, 2017
- Messages
- 376
I am trying to use a DDS for making custom armor types.
I feel like the most efficient way of accomplishing this is to use a hashtable that loads an integer value representing the unit's armor, which can then be used to determine the modification for DamageEventAmount.
Unfortunately, for loading the key of the hashtable, the editor does not allow me to use unit variables (where I would want to point to DamageEventSource)'
I could use a workaround, like adding the DamageEventSource to a unit group and then load the key from 'select random unit' from that unit group, but I feel there may be a more efficient solution.
Any ideas guys?
Edit: My solution for now is to save the DamageEventSource in a simple hashtable, and then load the unit from there. This works, and is probably fairly efficient.
I feel like the most efficient way of accomplishing this is to use a hashtable that loads an integer value representing the unit's armor, which can then be used to determine the modification for DamageEventAmount.
Unfortunately, for loading the key of the hashtable, the editor does not allow me to use unit variables (where I would want to point to DamageEventSource)'
I could use a workaround, like adding the DamageEventSource to a unit group and then load the key from 'select random unit' from that unit group, but I feel there may be a more efficient solution.
Any ideas guys?
Edit: My solution for now is to save the DamageEventSource in a simple hashtable, and then load the unit from there. This works, and is probably fairly efficient.
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