So, i'm trying to make squads of marines with the modified broodlord hangar ability. It works fine, even regenerates marines. But what i can't get to do is kill the squad leader (the invisible unit holding the ability, this is the one you select to control the marines and cannot be attacked or attack) when all "magazine" marines are dead.
I tried to make a behavior but doesn't seem to do anything. The most important thing is this must be WITHOUT triggers. Is it possible??
Ok, I got it to work for you.
I changed the suicide behavior to be periodic; it is now trying to suicide every period. The requirement will keep it disabled so long as there are any marines.
I didn't see anywhere that the behavior was being applied, so I added it to the unit behaviors for the squad unit.
The requirement was also a little wrong; you do not want to count queued units. The squad is constantly trying to fill its queue, so it will never be empty. You only want to ask about how many completed units there are.
Well i'm not closing this thread to avoid spamming. So.. i got 2 more questions:
How would you/is it possible to:
1.- Make a zergling squad burrow. I think make an ability wich applies an inmobilizer behavior to squad leader and a issue order (burrow ability) with a search effect to the magazine zerglings? the same for unburrow?
2.- Make any squad load/unload on a medivac/overlor/warpprism. On this i got no idea.on this, if you select the medivac and chose to load units you can load individually each marine(magazine) and then order the squad leader to board it. I just don't want the squad leader to show on the medivac cargo OR just show the squad as a single unit and no magazine units what do you think?
There comes a point when you are better off just banging out a trigger-based solution rather than trying to contort the data editor to do things it is ill-suited for.
The main trouble with a data solution is being able to validate which units actually correspond to the specific squad rather than just happen to be in the vicinity.
@intanjir: Go
Hmm, yeah I know and you're probably right, but this units would be massed on a melee game with many players and run triggers for so many would destroy the game with lag... I just wanted to see if there was a way with data but if there isn't i'll find some way to work around it. Thanks
There's no validator or anyway to check in data and order just the casters magazine units to burrow/board/morph?
Because I'm making squads from only one type of unit so if the search effect orders some more zerglings close to that squad to morph to baneling it wouldn't be that bad actually, it wouldn't work on any other type of unit anyway don't you think?
Yeah if there is only ever one squad of zerglings they way you suggest should work fine. Also I can't seem to figure out how you know which unit owns a magazine unit in triggers anyway.
It might be possible to get loading to work by having the squad unit be a transport itself. Then when you loaded the squad unit into the medivac it would then load the marines into the squad unit. Then the squad would just appear as the single unit in the medivac's cargo bay.
BTW, Both the burrow and the transport functionality should be fine to implement in a way which uses triggers. Burrowing and loading/unloading do not happen that often; there would be negligible lag.
@intanjir: Go Thats actually a great idea, I would have to make an ability wich prepares the unit to load and loads all magazines inside it before actually loading the medivac?
'Cause the other way would be a buff wich uses a validator (unit being transported) and automatically launch the search effect loading his magazines. I dunno if this would work since it would be caste once the leader is inside the medivac.
Gonna try it and post back here.
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Thanks, kinda got sick of it. I haven't found a way to do this that works properly and without triggers..
Gonna put it on pause and see if any solution comes forward.
So, i'm trying to make squads of marines with the modified broodlord hangar ability. It works fine, even regenerates marines. But what i can't get to do is kill the squad leader (the invisible unit holding the ability, this is the one you select to control the marines and cannot be attacked or attack) when all "magazine" marines are dead.
I tried to make a behavior but doesn't seem to do anything. The most important thing is this must be WITHOUT triggers. Is it possible??
map attached
Anyone?
Use a requirement like the carrier uses for counting the number of interceptors that triggers a suicide buff when they hit 0.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I'm already doing that butit does not work, though it could be me messing the requirement.
-Equals -unit count - marine -queued or better at unit -contant - 0
This goes on the behavior requirements wich goes on the launcher unit. The behavior is a buff with a final effect of killing caster.
Here's another question: The squad leader is invulnerable and untargettable, he can't be killed by the kill effect while invulnerable??
@urzaiz87: Go
Ok, I got it to work for you. I changed the suicide behavior to be periodic; it is now trying to suicide every period. The requirement will keep it disabled so long as there are any marines.
I didn't see anywhere that the behavior was being applied, so I added it to the unit behaviors for the squad unit.
The requirement was also a little wrong; you do not want to count queued units. The squad is constantly trying to fill its queue, so it will never be empty. You only want to ask about how many completed units there are.
Lolololol... That's it! stupid me with the requirement you're right, only completed units. Downloading your correction ASAP, gonna test it now.
@intanjir: Go Awesome it works!!! Perfect!
Well i'm not closing this thread to avoid spamming. So.. i got 2 more questions:
How would you/is it possible to:
1.- Make a zergling squad burrow. I think make an ability wich applies an inmobilizer behavior to squad leader and a issue order (burrow ability) with a search effect to the magazine zerglings? the same for unburrow?
2.- Make any squad load/unload on a medivac/overlor/warpprism. On this i got no idea.on this, if you select the medivac and chose to load units you can load individually each marine(magazine) and then order the squad leader to board it. I just don't want the squad leader to show on the medivac cargo OR just show the squad as a single unit and no magazine units what do you think?
Attaching the new map with the zergling squad.
@urzaiz87: Go
There comes a point when you are better off just banging out a trigger-based solution rather than trying to contort the data editor to do things it is ill-suited for.
The main trouble with a data solution is being able to validate which units actually correspond to the specific squad rather than just happen to be in the vicinity.
@intanjir: Go Hmm, yeah I know and you're probably right, but this units would be massed on a melee game with many players and run triggers for so many would destroy the game with lag... I just wanted to see if there was a way with data but if there isn't i'll find some way to work around it. Thanks
There's no validator or anyway to check in data and order just the casters magazine units to burrow/board/morph?
Because I'm making squads from only one type of unit so if the search effect orders some more zerglings close to that squad to morph to baneling it wouldn't be that bad actually, it wouldn't work on any other type of unit anyway don't you think?
Yeah if there is only ever one squad of zerglings they way you suggest should work fine. Also I can't seem to figure out how you know which unit owns a magazine unit in triggers anyway.
It might be possible to get loading to work by having the squad unit be a transport itself. Then when you loaded the squad unit into the medivac it would then load the marines into the squad unit. Then the squad would just appear as the single unit in the medivac's cargo bay.
BTW, Both the burrow and the transport functionality should be fine to implement in a way which uses triggers. Burrowing and loading/unloading do not happen that often; there would be negligible lag.
@intanjir: Go Thats actually a great idea, I would have to make an ability wich prepares the unit to load and loads all magazines inside it before actually loading the medivac?
'Cause the other way would be a buff wich uses a validator (unit being transported) and automatically launch the search effect loading his magazines. I dunno if this would work since it would be caste once the leader is inside the medivac.
Gonna try it and post back here.
@urzaiz87: Go
I think that things might get sticky no matter how you go about it...
This might prove helpful:
When units are loaded into transports it tends to disable all the abilities of the cargo unit so long as they are inside.
You can force an ability to be reenabled by giving the unit a buff which enables that ability.
This might enable a cargo unit to be able to load units itself despite being inside a transport.
Good luck
@intanjir: Go
Thanks, kinda got sick of it. I haven't found a way to do this that works properly and without triggers.. Gonna put it on pause and see if any solution comes forward.
Any other ideas??
Anyone?