I'm working on a map with someone and sent them this e-mail (below) for instructions on changing one building into another.
Everything works except for some reason the buildings aren't changing to the scale they are set for. For example, my hatchery is at .5 scale and my spawning pool is at .75 scale. When my hacthery upgrades into my spawning pool, the spawning pool has a scale of .5.
Looking at what I did below, is there some reason this is happening? Or is there some morph command under events to change scale?
(it was colorcoded somewhat before, so sorry if its confusing)
Email:
Under Buttons
- Right Click -> Add Object
- For its Name: Upgrade Building 1 to Building 2 (i.e. Upgrade Drone Spawn to Upgrade Zergling Spawn)
- Once created:
- Change Alert Icon and Icon to the icon of the upgraded unit (search for the units name)
- You can copy paste this over from 1 to the other
- Categories = Race of the upgraded building
- Hotkeys = First letter of upgraded unit (don't have to do this, but it only takes like a second)
- Alert Name + Alert tooltip + Name + Tooltip to Name. (just do it for 1 then copy paste to the rest)
Under Abilities
- Search for "Lair - Morph"
- Duplicate "Lair - Morph Building (Lair -> Hive)" (only the name (which is by default) should be checked. so don't duplicate anything else)
- Rename to Name.
- Click on Ability Commands then on Execute
- Set Default button to Name.
- Remove requirements (click on any one of them and click the red X on the bottom right)
- Then click on Ability Info
- Info Unit = Building 2
- Set all the 100 values to 10
- Set Editor Prefix to nothing
- Set UI Actor to Name
- Set Cost Refund All to 0
Under Units
-Search for Building 1
- Set all values under Cost to 0
- Abilities +: Add on upgrade ability (Name)
- Command Card: Select a square and add on your button (search Name)
- Set Command Type to "Ability Command"
- Set Ability: Name
- Select another square and add on the cancel button
- Command Type: "Ability Command"
- Ability: Name
- Abilitity Command: "Cancel"
- Select Building 1's Actor
- Search "Events" then open
- Find AbilMorph * Finish
- If it doesn't have that event then:
- Right click -> Add Event
- Set Msg type: Ability Morph
- Sub Name: Finish
- Right click Event and add 2 terms
- Set First Term to MorphFrom Building 1
- Set Second Term to MorphTo Building 2
- Set ActionImpact under the Event to "Destroy"
- Right click -> Add Another Event
- Msg Type: Ability Morph
- SubName: Cancel
- Right click Event and add 2 terms
- Set First Term to MorphFrom Building 1
- Set Second Term to MorphTo Building 2
- Set ActionImpact under the Event to "Animation Play"
- Name: Morph Cancel
- Animation Properties: Cover End A
- All these can be copy + pasted when adding on multiple abilmorphs to a building
- Under Units, Search for Building 2
Set all Cost to 0
- Go to its actor
- Search events
- Create the abil morph just like you did before with adding 2 terms, same MorphFrom and morphTo. The only difference is set ActionImpact to "Create"
I figured it out. I was changing the actors scale, which should just be kept at 1. The scale for the model of the building (min and max) should be changed.
I'm working on a map with someone and sent them this e-mail (below) for instructions on changing one building into another.
Everything works except for some reason the buildings aren't changing to the scale they are set for. For example, my hatchery is at .5 scale and my spawning pool is at .75 scale. When my hacthery upgrades into my spawning pool, the spawning pool has a scale of .5.
Looking at what I did below, is there some reason this is happening? Or is there some morph command under events to change scale?
(it was colorcoded somewhat before, so sorry if its confusing)
Email:
Under Buttons
- Right Click -> Add Object
- For its Name: Upgrade Building 1 to Building 2 (i.e. Upgrade Drone Spawn to Upgrade Zergling Spawn)
- Once created:
- Change Alert Icon and Icon to the icon of the upgraded unit (search for the units name)
- You can copy paste this over from 1 to the other
- Categories = Race of the upgraded building
- Hotkeys = First letter of upgraded unit (don't have to do this, but it only takes like a second)
- Alert Name + Alert tooltip + Name + Tooltip to Name. (just do it for 1 then copy paste to the rest)
Under Abilities
- Search for "Lair - Morph"
- Duplicate "Lair - Morph Building (Lair -> Hive)" (only the name (which is by default) should be checked. so don't duplicate anything else)
- Rename to Name.
- Click on Ability Commands then on Execute
- Set Default button to Name.
- Remove requirements (click on any one of them and click the red X on the bottom right)
- Then click on Ability Info
- Info Unit = Building 2
- Set all the 100 values to 10
- Set Editor Prefix to nothing
- Set UI Actor to Name
- Set Cost Refund All to 0
Under Units
-Search for Building 1
- Set all values under Cost to 0
- Abilities +: Add on upgrade ability (Name)
- Command Card: Select a square and add on your button (search Name)
- Set Command Type to "Ability Command"
- Set Ability: Name
- Select another square and add on the cancel button
- Command Type: "Ability Command"
- Ability: Name
- Abilitity Command: "Cancel"
- Select Building 1's Actor
- Search "Events" then open
- Find AbilMorph * Finish
- If it doesn't have that event then:
- Right click -> Add Event
- Set Msg type: Ability Morph
- Sub Name: Finish
- Right click Event and add 2 terms
- Set First Term to MorphFrom Building 1
- Set Second Term to MorphTo Building 2
- Set ActionImpact under the Event to "Destroy"
- Right click -> Add Another Event
- Msg Type: Ability Morph
- SubName: Cancel
- Right click Event and add 2 terms
- Set First Term to MorphFrom Building 1
- Set Second Term to MorphTo Building 2
- Set ActionImpact under the Event to "Animation Play"
- Name: Morph Cancel
- Animation Properties: Cover End A
- All these can be copy + pasted when adding on multiple abilmorphs to a building
- Under Units, Search for Building 2
Set all Cost to 0
- Go to its actor
- Search events
- Create the abil morph just like you did before with adding 2 terms, same MorphFrom and morphTo. The only difference is set ActionImpact to "Create"
I figured it out. I was changing the actors scale, which should just be kept at 1. The scale for the model of the building (min and max) should be changed.
(just in case anyone else has the same problem).
Thankyou, JACofNoIdea, I was making exactly the same mistake as you. Now I can push on with my map :)