Hi there is it possible and HOW can I make photon cannon Move?
I removed the default Footprint....
What do I need to set in Data Editor to make it happen ? ^^
SOLUTION: ♥
Make a copy of the probe, and change the model and actor to a photon cannon "phase cannon - photon cannon"
Then Edit the abilities / comand cards as needed...
Voila !!
If you need it as building just add the "Structure" flag ...(have not tested yet)
But the "cannon" is moving now. Hurah!
Thx I tried that And it did NOT work.Adding a move abilty and removing the Footprint is not ENOUGH...
For some reason the move and patrol 'abilities' was hidden in the command card in game once i used a trigger to create a unit on map initialization / placed on map in the unit module.
Strange, also that I noticed is, once the default command abilities was replaced / deleted (like the build buttons) the 'probe' with the cannon model and actors was stationary again with ONLY the attack and stop commands. >:?(
What I did to counter this effect:
Move the ability button down a level and put your custom-button first.
Then the probe still has move patrol etc. (and works in the game ^.^)
It seems as though there are indeed hidden attributes/variables/scripts being run in the background without our mapping commumities' knowledge.
And may explain weird behaviour noticed by most ppl.
Actually several units have abilities not linked to the command card including several Morph abilities for campaign terran structures and infestor eggs. It does not work the other way round, you cannot have command card buttons linking to an ability the unit lacks and expect it to work. Command card buttons are purely visuals and UI related. If the unit lacks the command card button it can still use the ability via smart clicking or Issue Order effects but can never use a command card button if it has not got the ability.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hi there is it possible and HOW can I make photon cannon Move?
I removed the default Footprint....
What do I need to set in Data Editor to make it happen ? ^^
SOLUTION: ♥
Make a copy of the probe, and change the model and actor to a photon cannon "phase cannon - photon cannon" Then Edit the abilities / comand cards as needed... Voila !! If you need it as building just add the "Structure" flag ...(have not tested yet) But the "cannon" is moving now. Hurah!
Or alter the movement speed and give it the Move ability. Also removing the footprint is a good idea.
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
Thx I tried that And it did NOT work.Adding a move abilty and removing the Footprint is not ENOUGH... For some reason the move and patrol 'abilities' was hidden in the command card in game once i used a trigger to create a unit on map initialization / placed on map in the unit module.
Strange, also that I noticed is, once the default command abilities was replaced / deleted (like the build buttons) the 'probe' with the cannon model and actors was stationary again with ONLY the attack and stop commands. >:?(
What I did to counter this effect: Move the ability button down a level and put your custom-button first. Then the probe still has move patrol etc. (and works in the game ^.^)
It seems as though there are indeed hidden attributes/variables/scripts being run in the background without our mapping commumities' knowledge. And may explain weird behaviour noticed by most ppl.
Happy mapping..!
For a unit to be able to move, it needs following things:
I am pretty sure, there are no mystical additional attributes affecting this
@BlakwidowRSA: Go
Actually several units have abilities not linked to the command card including several Morph abilities for campaign terran structures and infestor eggs. It does not work the other way round, you cannot have command card buttons linking to an ability the unit lacks and expect it to work. Command card buttons are purely visuals and UI related. If the unit lacks the command card button it can still use the ability via smart clicking or Issue Order effects but can never use a command card button if it has not got the ability.
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