I want to create some custom units, messing around with attacks and the likes.
I watched some tutorials on youtube but they did not help, I don't know if it's cause I want something different or cause they are too old.
What I want is for example taking the model of the Protoss Vespene Geyser and have it behave like a triple photon cannon, shooting 3 gas orbs.
I vaguely remember that you need a weapon and a turret for an attack, the weapon defining stats? and iirc the turret defines where on the model of the unit the attack animation originates from.
But right now I fail to get a unit that can even be displayed in the editor.
I created a "Tri Phaser" (first thing to pop in my head) unit, actor and model.
The unit simply copied everything from the photon cannon, the model and the actor also copied but then I changed the model to the Protoss Vespene Geyser and changed the actor's model accordingly to the newly created Tri Phaser Model.
...still no model that the editor can display.
Another question, behaviors are general unit/structure AIs, so if I for example just the standard Photon Cannon behavior, the Tri Phaser should attack any enemy within range just like a cannon, but with 3 shots instead of one?
I would greatly appreciate some help, thanks in advance!
You need a Unit and Unit type Actor with the actor being linked to the unit by events so that the actor is created with the unit.
Weapons just use an effect when firing so need a Damage effect to do any damage. Turrets are only needed if your weapon does not have a 360 degree arc or you want parts of your actor with a TurretZ attachment point to turn.
You will also need an Attack type ability on your unit.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Thanks.
Got it to work by duplicating the photon cannon and then changing the model.
Nothing else worked though cause a unit apparently requires more than just an actor and a model to be simply displayed in the editor.
Though, the next step is turning 1 weapons and/or turrets in 3.
Would be best if those could attack independently but this isn't that important. For now 3 shots coming from the 3 openings of the geyser is enough.
I tried to change something about the weapons/turrets of the new cannon thingy but I couldn't find anything that seems to be correct in making 3 shots.
In the first place, how do I link stuff?
There is no way to simply add a linked object simply in another object's properties.
You need a unit from the Units data type and you must link your actor to the unit by some event like unit birth>create. Sometimes new units do not show up until you have saved and reopened the map.
Projectile shots use a Missile actor for the actual shot visuals, an Action actor for determining where the missile path looks like it moves, a Mover to tell the missile how to fly, a Unit to be the missile and a Launch Missile effect to do the shooting. You can either fire three shots by having three different launch missile effects fired or by shooting the same one off in quick succession using a Create Persistent effect while using an Attach Method to roll through your launch sites.
For shooting at independent targets I would let one missile to launch the next as its launch effect using a Search Area to identify targets and using markers to prioritize units not already being targeted.
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Ok, I tried to do it again but without the duplication cause that gets me a million data entries with "Photon Cannon Copy" which cannot be changed by a simple search and replace, nothing works again.
I cannot link via the unit birth event because it does not exist for the new unit. Regardless in which order I create the unit and the actor, the editor always automatically adds the new actor to the old Photon Cannon unit but the new unit does not even have a birth actor and no category for events either, let alone gets automatically linked to the actor.
Also, this whole editor structure is highly confusing to me.
I come from object oriented programming and I cannot wrap my head around why there is no simple structure to this thing.
Unit.Actors[0].Model.FilePath or something.
With Unit.Actors[0].Add(New Actor());
Maybe it's cause of this that I always expect stuff to be in a certain place or behave in a certain way and get confused and am convinced I am, doing it completely wrong.
I want to create some custom units, messing around with attacks and the likes. I watched some tutorials on youtube but they did not help, I don't know if it's cause I want something different or cause they are too old.
What I want is for example taking the model of the Protoss Vespene Geyser and have it behave like a triple photon cannon, shooting 3 gas orbs. I vaguely remember that you need a weapon and a turret for an attack, the weapon defining stats? and iirc the turret defines where on the model of the unit the attack animation originates from.
But right now I fail to get a unit that can even be displayed in the editor. I created a "Tri Phaser" (first thing to pop in my head) unit, actor and model. The unit simply copied everything from the photon cannon, the model and the actor also copied but then I changed the model to the Protoss Vespene Geyser and changed the actor's model accordingly to the newly created Tri Phaser Model.
...still no model that the editor can display.
Another question, behaviors are general unit/structure AIs, so if I for example just the standard Photon Cannon behavior, the Tri Phaser should attack any enemy within range just like a cannon, but with 3 shots instead of one?
I would greatly appreciate some help, thanks in advance!
You need a Unit and Unit type Actor with the actor being linked to the unit by events so that the actor is created with the unit.
Weapons just use an effect when firing so need a Damage effect to do any damage. Turrets are only needed if your weapon does not have a 360 degree arc or you want parts of your actor with a TurretZ attachment point to turn.
You will also need an Attack type ability on your unit.
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 don't want to change textures though. Just swap the regular model with another existing in-game model.
@Lakshun: Go
That is just my signature. You can ignore it if you do not need anything mentioned in it.
For your needs the Art: Model field will do.
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
Thanks. Got it to work by duplicating the photon cannon and then changing the model. Nothing else worked though cause a unit apparently requires more than just an actor and a model to be simply displayed in the editor. Though, the next step is turning 1 weapons and/or turrets in 3. Would be best if those could attack independently but this isn't that important. For now 3 shots coming from the 3 openings of the geyser is enough. I tried to change something about the weapons/turrets of the new cannon thingy but I couldn't find anything that seems to be correct in making 3 shots. In the first place, how do I link stuff?
There is no way to simply add a linked object simply in another object's properties.
You need a unit from the Units data type and you must link your actor to the unit by some event like unit birth>create. Sometimes new units do not show up until you have saved and reopened the map.
Projectile shots use a Missile actor for the actual shot visuals, an Action actor for determining where the missile path looks like it moves, a Mover to tell the missile how to fly, a Unit to be the missile and a Launch Missile effect to do the shooting. You can either fire three shots by having three different launch missile effects fired or by shooting the same one off in quick succession using a Create Persistent effect while using an Attach Method to roll through your launch sites.
For shooting at independent targets I would let one missile to launch the next as its launch effect using a Search Area to identify targets and using markers to prioritize units not already being targeted.
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
Ok, I tried to do it again but without the duplication cause that gets me a million data entries with "Photon Cannon Copy" which cannot be changed by a simple search and replace, nothing works again.
I cannot link via the unit birth event because it does not exist for the new unit. Regardless in which order I create the unit and the actor, the editor always automatically adds the new actor to the old Photon Cannon unit but the new unit does not even have a birth actor and no category for events either, let alone gets automatically linked to the actor.
Also, this whole editor structure is highly confusing to me. I come from object oriented programming and I cannot wrap my head around why there is no simple structure to this thing. Unit.Actors[0].Model.FilePath or something. With Unit.Actors[0].Add(New Actor()); Maybe it's cause of this that I always expect stuff to be in a certain place or behave in a certain way and get confused and am convinced I am, doing it completely wrong.
That implies the events at the far top resulting in actor creation are still linked to the photon cannon and not your unit.
Check the events of your Unit type actor and check for any referring to the photon cannon (top 5 should be it).
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