Currently, when i morph one of my bunkers into another bunker the units that were inside the first bunker pop out and stand around the second bunker that was morphed. Is there a way to keep the units inside the bunker after the morphing is completed?
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Yeah I tried preventing abilities. How would I set it up to order the units back inside?
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Thank you intanjir, I now know where to start my research!
So I have got it working but an unwanted side effect. For experimenting purposes, I just added the Load-Unload (command center) ability and removed the Load-Unload(bunker) ability. Now, how would I modify the Load-Unload(Command Center) ability to accept loading of a unit when I have the unit selected and right click on the bunker?
As you know, the Command Center doesn't load like a bunker. On the command center you have to press the load button and it "grabs" all scv's in the area up to its capacity and loads them. The bunker can be loaded by right clicking (moving) the unit to the bunker. I have changed the ability command on the load-unload to select target (instead of load all setting) and I can still load using the load-unload(command center) but I have to click each target I want in the bunker.What settings do I have to change in the load-unload(command center) to allow this the load-unload(command center) to function like the load-unload(bunker)?
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Now this is very strange. I got it working but only when I use the provided load-unload(command center). Since each one of my bunkers increases capacity, I need several different abilities. So, I duplicated the load-unload(command center) ability 5 times. However, there must be a discrepancy in the two abilities because my duplicated load-unload abilities break the whole thing. Is this actor related or am I duplicating wrong?
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I would go out on a limb and guess that morphed cargo carriers will always drop their cargo if the unit they are morphing to does not have the exact same cargo ability. I should stress that this is a guess.
I don't think it is possible to increase capacity via buffs, but it is possible via upgrades. Of course upgrades apply to a unit type and not to an individual unit so that might not be what you are looking for.
A silly hack-around you might try is adding dummy units to the lower tiers of bunker which just take up space, and prevent it from unloading somehow.
I just now came to that same conclusion. I am going to see if I can get it working by giving all bunkers the load-unload ability and enableing/disabling and or "swapping" the abilities after its been created.
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Erhm, I guess in this scenario the upgrade would actually be making changes to the ability, and not to the unit or the unit type.
So you would morph into the new unit type but it must still have the same transport ability(to avoid unloading). You can then upgrade the capacity of the transport ability but this will also upgrade the ability of the unit type you morphed from.
So it is all kind of useless if you want to upgrade the capacity of individual bunkers separately.
Presumably the best solution is just to instantly reorder the unloaded units to reload, like you suggested.
I did what DrSuperEvil suggested and everything works on the morphing/loading end but now I have another issue.
When I morph a bunker to a planetary fortress, the weapon on top of the planetary fortress no longer faces the target its firing at. Would I have to create a new turret actor or can I modify its existing turret? It seems like the turret information is lost on the morph.
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Did you set up the morph to swap the actor?
Morphs are often set up by blizz to swap unit actors in the actor events in response to the morph happening.
You generally have to update these by hand.
Not sure what the planetary fortress actor does that is special tho... perhaps it is just essential that you do AnimGroupApply A.
Yes, I set that up on ActorCreation and sadly it didn't work.
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I implemented a barebones morph from regular bunker to fortress and the turret worked fine.
Are you using the regular bunker or the one with a turret attached from the campaign?
If there is a turret already you might need to tell it to destroy the old turret actor.
Im not sure what was going on but I forgot to give the planetary fortress the Attack - Redirect (the bunker attack ability). Once I gave that ability to it, it started working. It's neat because the marines fire out of the cannons as well. :p
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Currently, when i morph one of my bunkers into another bunker the units that were inside the first bunker pop out and stand around the second bunker that was morphed. Is there a way to keep the units inside the bunker after the morphing is completed?
Prevent the morph from disabling abilities? Get morph completion to issue order units back inside?
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
Yeah I tried preventing abilities. How would I set it up to order the units back inside?
The command center does this. Lift-off is a morph. Units stay inside if I recall.
Thank you intanjir, I now know where to start my research!
So I have got it working but an unwanted side effect. For experimenting purposes, I just added the Load-Unload (command center) ability and removed the Load-Unload(bunker) ability. Now, how would I modify the Load-Unload(Command Center) ability to accept loading of a unit when I have the unit selected and right click on the bunker?
As you know, the Command Center doesn't load like a bunker. On the command center you have to press the load button and it "grabs" all scv's in the area up to its capacity and loads them. The bunker can be loaded by right clicking (moving) the unit to the bunker. I have changed the ability command on the load-unload to select target (instead of load all setting) and I can still load using the load-unload(command center) but I have to click each target I want in the bunker.What settings do I have to change in the load-unload(command center) to allow this the load-unload(command center) to function like the load-unload(bunker)?
Check the smart command flags for a start on the transport ability and the search radius for the load/unload all commands.
For the ordering just get the morph ability to apply a search area that issue orders all units within a radius.
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
Now this is very strange. I got it working but only when I use the provided load-unload(command center). Since each one of my bunkers increases capacity, I need several different abilities. So, I duplicated the load-unload(command center) ability 5 times. However, there must be a discrepancy in the two abilities because my duplicated load-unload abilities break the whole thing. Is this actor related or am I duplicating wrong?
I would go out on a limb and guess that morphed cargo carriers will always drop their cargo if the unit they are morphing to does not have the exact same cargo ability. I should stress that this is a guess.
I don't think it is possible to increase capacity via buffs, but it is possible via upgrades. Of course upgrades apply to a unit type and not to an individual unit so that might not be what you are looking for.
A silly hack-around you might try is adding dummy units to the lower tiers of bunker which just take up space, and prevent it from unloading somehow.
I just now came to that same conclusion. I am going to see if I can get it working by giving all bunkers the load-unload ability and enableing/disabling and or "swapping" the abilities after its been created.
@intanjir: Go
Considering morphs change the unit type...
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
Erhm, I guess in this scenario the upgrade would actually be making changes to the ability, and not to the unit or the unit type. So you would morph into the new unit type but it must still have the same transport ability(to avoid unloading). You can then upgrade the capacity of the transport ability but this will also upgrade the ability of the unit type you morphed from.
So it is all kind of useless if you want to upgrade the capacity of individual bunkers separately. Presumably the best solution is just to instantly reorder the unloaded units to reload, like you suggested.
Somewhat solved
I did what DrSuperEvil suggested and everything works on the morphing/loading end but now I have another issue.
When I morph a bunker to a planetary fortress, the weapon on top of the planetary fortress no longer faces the target its firing at. Would I have to create a new turret actor or can I modify its existing turret? It seems like the turret information is lost on the morph.
Did you set up the morph to swap the actor? Morphs are often set up by blizz to swap unit actors in the actor events in response to the morph happening. You generally have to update these by hand.
Not sure what the planetary fortress actor does that is special tho... perhaps it is just essential that you do AnimGroupApply A.
Or maybe you did this already...
@intanjir: Go
Yes, I set that up on ActorCreation and sadly it didn't work.
Seems a general issue with turrets that if disabled they reset while the actor does not.
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 implemented a barebones morph from regular bunker to fortress and the turret worked fine.
Are you using the regular bunker or the one with a turret attached from the campaign? If there is a turret already you might need to tell it to destroy the old turret actor.
Im not sure what was going on but I forgot to give the planetary fortress the Attack - Redirect (the bunker attack ability). Once I gave that ability to it, it started working. It's neat because the marines fire out of the cannons as well. :p