I have a mod in development. I desire the Command Center to be the one to spawn units (already know how to do that), but I would also like to make it so that those units enter the Command Center and I then have the option to transport them across the battle field via drop pods (not workers - units).
I would also like to make it so that workers are invulnerable near the Command Center, but only near it.
How do I achieve this? Preferrably without having to use triggers...
Have a buff on the workers that grants in invulnerability that uses an Ennumerate Area validator that in turn has a Unit Type validator so it only counts command centres.
Use an Issue Order effect to make the Transport ability of the command centre pickup any nearby workers ordered to move towards it (Unit Order Queue validator) when close (Location Range validator). You can then simply use a Use Calldown effect to drop pod them in from the command centre hangar.
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No. I do not think that it is funny in any shape, way or form.
Who the heck cares when I joined or how many posts I have? I have only recently started using the Galaxy Editor. As such, I would highly appreciate it if people talked to me like the beginner I am.
I did not understand pretty much everything. I am unsure where the 'Unnumerate Area' is, where to create the aura and link it to a Command Center, how to do the drop pod transport thingy, and pretty much everything.
So you need to go to the behaviors and make one but this behavior will be a buff.
Then once you have made this behavior buff look how to make it an (invulnerable buff) sry I don't have my editor open if I did I would add pictures.
Then you need to go to the validators tab and on the search view on the data editor and type in (enumerate area) it's a validator already pre made that you will need to attach this validator along to the unit that has the behavior attached. then you will have to make a unit type validator or copy a pre made one in the validators and in the validator its self for unit type somewhere it will ask what unit type and you have to place the unit type in the validator.
Then you will need to go to the effects tab and make an (Issue Order) effect or attach one to your ability that will transport your units and if you have not made the transport ability you will need to make one preferable copy one or duplicate or use any one of them.
You will need to make a few more validators now you will need a (unit order queue) and a (Location range ) validator and attach these to the unit I think it attaches to the ability and I think you will need to attach the call down ability to the unit but I am not sure about that at or what to do completely.
I wish to apologise for the harsh statements that have been made. I too took a hiatus from the editor. Also I am sorry for assuming you were more experienced with the editor.
Onto your workers you add a Buff type behaviour under the Behavior: Behaviors - Behavior field. There is a field for buff behaviours called Behavior: Validators (Disable), you must put a validator of the Ennumerate Area type from the Validators data type into that field. That kind of validator acts like a Search Area effect counting the number of units that pass the validators in the Search: Areas - Validator field and if they pass the logic function compared to the Search: Count the validator will be true or false. By having a Unit Type validator under this validator you will only count units of the type Command Centre (if you use planetary fortress, orbital command centre or other upgrades you will need multiple of these that use a Combine type validator using OR logic to combine them).
You can make units invulnerable using a flag under the behavior: modification - State Flags field of the buff behaviour.
For your other ability I would like more details as to how it functions. All you have said is that units are automatically spawned somewhere/some condition. Does the structure itself automatically load them or must they be ordered to be loaded?
Regarding troop transport: I would like to make a building- any of the buildings -capable of loading in troops that are not workers. Then, I would like to make it so that this building transports all the troops across the battle field via drop pods, unlimited range. (For the TERRAN faction)
I would also like to make something similar for the protoss, except instead of delivery "via drop pods", we will have the good old fashion mass teleport.
You must give your structures a Transport type ability that has a Unit Type validator under the Ability: Load Validators field that allows all units but your workers to be loaded. Under the Effect: Calldown Effect field of the Transport ability put a Use Calldown effect. As long as that effect does not use other effects it will not sacrifice the unit but instead unload it at the location. You may want to play with the Effect: Calldown Count field if you want it to transport all your loaded troops at once.
All you need then is an Effect - Target ability to use the Use Calldown effect. Under the ability you will need to set the Ability: Commands - Default Button to use a button from the Buttons data type, the Ability: Arc to 360 since buildings cannot turn, the Effect: Effect to your Use Calldown and the Stats: Range to 255 (global). Having a cast time on the ability might be desirable for getting the timings of the drop pod actors correct.
Actor wise I advise copying the Model type actor called Banshee Carpet Bomb Model. Change the model used under Art: Model to your drop pod model made under the Models data type (Art: Model field again and do not use a Foliage type model). Finally under the Events fields select the event used to create the actor. Change the message type from Effect to Ability, the Source Name to your calldown ability and the Sub Name to Target Cast Start.
With your protoss version do the units also have to be loaded into the buildings?
Regarding the protoss: Im thinking of making it so that all protoss units in a certain range around a building (in all likely hood a pylon) will be teleported to this global location after a brief delay.
Make an Effect - Target ability. Under the ability you will need to set the Ability: Commands - Default Button to use a button from the Buttons data type, the Ability: Arc to 360 since buildings cannot turn, the Effect: Effect to a Set effect and the Stats: Range to 255 (global). The Set effect is to use a Search Area effect that has the Target: Impact Location - Value set to Caster. The Search: Areas - Arc is to be set to 360, Search: Areas - Effect to a Teleport effect, the Search: Areas - Radius to the size you want and the Search: Minimum Count to 1. Under the Teleport effect you need to set the Effect: Source - Value to Source Point, the Target: Target - Effect to the Set effect made earlier and the Target: Target - Value to Target Point.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Greetings.
I have a mod in development. I desire the Command Center to be the one to spawn units (already know how to do that), but I would also like to make it so that those units enter the Command Center and I then have the option to transport them across the battle field via drop pods (not workers - units).
I would also like to make it so that workers are invulnerable near the Command Center, but only near it.
How do I achieve this? Preferrably without having to use triggers...
Have a buff on the workers that grants in invulnerability that uses an Ennumerate Area validator that in turn has a Unit Type validator so it only counts command centres.
Use an Issue Order effect to make the Transport ability of the command centre pickup any nearby workers ordered to move towards it (Unit Order Queue validator) when close (Location Range validator). You can then simply use a Use Calldown effect to drop pod them in from the command centre hangar.
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
@DrSuperEvil: Go
I wish you were better at explaining... Please speak as if I have absolutely no knowledge of the Galaxy Editor, ty.
What are you not understanding on what he said so I can make it clearer for you.
You joined in 2011 and have only le 2posts I think that's funny.
@DOOMEDEARTH: Go
No. I do not think that it is funny in any shape, way or form.
Who the heck cares when I joined or how many posts I have? I have only recently started using the Galaxy Editor. As such, I would highly appreciate it if people talked to me like the beginner I am.
I did not understand pretty much everything. I am unsure where the 'Unnumerate Area' is, where to create the aura and link it to a Command Center, how to do the drop pod transport thingy, and pretty much everything.
So you need to go to the behaviors and make one but this behavior will be a buff.
Then once you have made this behavior buff look how to make it an (invulnerable buff) sry I don't have my editor open if I did I would add pictures.
Then you need to go to the validators tab and on the search view on the data editor and type in (enumerate area) it's a validator already pre made that you will need to attach this validator along to the unit that has the behavior attached. then you will have to make a unit type validator or copy a pre made one in the validators and in the validator its self for unit type somewhere it will ask what unit type and you have to place the unit type in the validator.
Then you will need to go to the effects tab and make an (Issue Order) effect or attach one to your ability that will transport your units and if you have not made the transport ability you will need to make one preferable copy one or duplicate or use any one of them.
You will need to make a few more validators now you will need a (unit order queue) and a (Location range ) validator and attach these to the unit I think it attaches to the ability and I think you will need to attach the call down ability to the unit but I am not sure about that at or what to do completely.
@Ikoter: Go
I wish to apologise for the harsh statements that have been made. I too took a hiatus from the editor. Also I am sorry for assuming you were more experienced with the editor.
Onto your workers you add a Buff type behaviour under the Behavior: Behaviors - Behavior field. There is a field for buff behaviours called Behavior: Validators (Disable), you must put a validator of the Ennumerate Area type from the Validators data type into that field. That kind of validator acts like a Search Area effect counting the number of units that pass the validators in the Search: Areas - Validator field and if they pass the logic function compared to the Search: Count the validator will be true or false. By having a Unit Type validator under this validator you will only count units of the type Command Centre (if you use planetary fortress, orbital command centre or other upgrades you will need multiple of these that use a Combine type validator using OR logic to combine them).
You can make units invulnerable using a flag under the behavior: modification - State Flags field of the buff behaviour.
For your other ability I would like more details as to how it functions. All you have said is that units are automatically spawned somewhere/some condition. Does the structure itself automatically load them or must they be ordered to be loaded?
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
@DrSuperEvil: Go
Regarding troop transport: I would like to make a building- any of the buildings -capable of loading in troops that are not workers. Then, I would like to make it so that this building transports all the troops across the battle field via drop pods, unlimited range. (For the TERRAN faction)
I would also like to make something similar for the protoss, except instead of delivery "via drop pods", we will have the good old fashion mass teleport.
Please help.
You must give your structures a Transport type ability that has a Unit Type validator under the Ability: Load Validators field that allows all units but your workers to be loaded. Under the Effect: Calldown Effect field of the Transport ability put a Use Calldown effect. As long as that effect does not use other effects it will not sacrifice the unit but instead unload it at the location. You may want to play with the Effect: Calldown Count field if you want it to transport all your loaded troops at once.
All you need then is an Effect - Target ability to use the Use Calldown effect. Under the ability you will need to set the Ability: Commands - Default Button to use a button from the Buttons data type, the Ability: Arc to 360 since buildings cannot turn, the Effect: Effect to your Use Calldown and the Stats: Range to 255 (global). Having a cast time on the ability might be desirable for getting the timings of the drop pod actors correct.
Actor wise I advise copying the Model type actor called Banshee Carpet Bomb Model. Change the model used under Art: Model to your drop pod model made under the Models data type (Art: Model field again and do not use a Foliage type model). Finally under the Events fields select the event used to create the actor. Change the message type from Effect to Ability, the Source Name to your calldown ability and the Sub Name to Target Cast Start.
With your protoss version do the units also have to be loaded into the buildings?
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
@DrSuperEvil: Go
Regarding the protoss: Im thinking of making it so that all protoss units in a certain range around a building (in all likely hood a pylon) will be teleported to this global location after a brief delay.
All pylons? That could be quite disruptive considering how protoss build up their bases.
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
@DrSuperEvil: Go
No not all... Im going to make a different pylon that has such an ability.
So only units around the caster?
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
@DrSuperEvil: Go
Basicly, yeah. How do?
Make an Effect - Target ability. Under the ability you will need to set the Ability: Commands - Default Button to use a button from the Buttons data type, the Ability: Arc to 360 since buildings cannot turn, the Effect: Effect to a Set effect and the Stats: Range to 255 (global). The Set effect is to use a Search Area effect that has the Target: Impact Location - Value set to Caster. The Search: Areas - Arc is to be set to 360, Search: Areas - Effect to a Teleport effect, the Search: Areas - Radius to the size you want and the Search: Minimum Count to 1. Under the Teleport effect you need to set the Effect: Source - Value to Source Point, the Target: Target - Effect to the Set effect made earlier and the Target: Target - Value to Target Point.
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
@DrSuperEvil: Go
Thanks.