I hope this is my last question for a while! Sometimes it feels like you're making my map for me, sc2mapster; it's so easy to become overly reliant on the help forums here and not try things myself when I get stuck, although I do make an occasionally successful effort to try everything I can on my own before posting here. Nonetheless, I am forever in your debt for all the help you folks have provided.
I have a load ability that's pretty standard in all respects: it loads, it unloads, the whole shebang! The problem is, I want the unit that uses this ability to also be able to pick up a structure similar to an Auto-Turret. To the best of my ability, I've tried changing the structure's flags and attributes so it appears to be a unit in the data editor, but that doesn't appear to be working. I've also modified the ability's Target Filters to allow structures (it's using Required: Visible; Excluded: Neutral, Enemy, Buried, Dead, Hidden), but I'm not having any luck with that either.
Is there a way to fix this, or should I just remake the structure from scratch as a unit and set its movement speed to 0?
First, you will likely need to remove the structures Footprint, but then it's not really a structure anymore, is it?
What you could do is have it morph from it's Structure mode, to a mobile mode(think Spine/Spore Crawler), and modify the Structure's Mobile Mode's Stats: Cargo Size field for starters?
I tried removing the footprint of the unit already, didn't have much success. I don't know how to change it to a mobile mode, but I'll take a look; however I'm pretty sure the uprooted Crawlers are considered units. Still, I'll look at that and perhaps a few Terran structures that can Lift Off.
Well, after one quick test I was able to get a Nexus loaded into a Warp Prism.
I followed my own suggestion(removed the footprint, didn't do the morph), and then I got this error in game: You cannot load immobile units
So I gave it move speed 1, acceleration 1000, the move ability.
So, you are going to have to make it a "morph" type building, that morphs into a 0.00001 move speed unit.
Building, Structure, Unit... technically it's all the same. You find buildings in the Unit Tab in the data editor. They just have different values that makes it a different kind of "unit".
Huh... is there some flag you folks are using to turn it into a "morph" type building, or is it automatically considered as such when you give it movement speed and remove the footprint?
Alrighty, it's working now. I removed the footprint and gave it a movement speed of 0.01, and made it automatically hold position as soon as it is unloaded.
One issue persists in the turret's collision radius apparently being nonexistent so that other units can walk straight through it, but it's not that big a deal in the grand scheme of things and for now I'll call this one solved. Thanks for the help!
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I hope this is my last question for a while! Sometimes it feels like you're making my map for me, sc2mapster; it's so easy to become overly reliant on the help forums here and not try things myself when I get stuck, although I do make an occasionally successful effort to try everything I can on my own before posting here. Nonetheless, I am forever in your debt for all the help you folks have provided.
I have a load ability that's pretty standard in all respects: it loads, it unloads, the whole shebang! The problem is, I want the unit that uses this ability to also be able to pick up a structure similar to an Auto-Turret. To the best of my ability, I've tried changing the structure's flags and attributes so it appears to be a unit in the data editor, but that doesn't appear to be working. I've also modified the ability's Target Filters to allow structures (it's using Required: Visible; Excluded: Neutral, Enemy, Buried, Dead, Hidden), but I'm not having any luck with that either.
Is there a way to fix this, or should I just remake the structure from scratch as a unit and set its movement speed to 0?
First, you will likely need to remove the structures Footprint, but then it's not really a structure anymore, is it?
What you could do is have it morph from it's Structure mode, to a mobile mode(think Spine/Spore Crawler), and modify the Structure's Mobile Mode's Stats: Cargo Size field for starters?
@BorgDragon: Go
I tried removing the footprint of the unit already, didn't have much success. I don't know how to change it to a mobile mode, but I'll take a look; however I'm pretty sure the uprooted Crawlers are considered units. Still, I'll look at that and perhaps a few Terran structures that can Lift Off.
Well, after one quick test I was able to get a Nexus loaded into a Warp Prism.
I followed my own suggestion(removed the footprint, didn't do the morph), and then I got this error in game: You cannot load immobile units
So I gave it move speed 1, acceleration 1000, the move ability.
So, you are going to have to make it a "morph" type building, that morphs into a 0.00001 move speed unit.
Building, Structure, Unit... technically it's all the same. You find buildings in the Unit Tab in the data editor. They just have different values that makes it a different kind of "unit".
@BorgDragon: Go
Just give the morphed unit a buff that supresses movement. or the Move ability?
True only difference between a building and a colossus is the footprint and move speed since both are not turnable.
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
Huh... is there some flag you folks are using to turn it into a "morph" type building, or is it automatically considered as such when you give it movement speed and remove the footprint?
They are referring to a morph ability. Basically, you transform your static building to a unit with movement speed ect using an ability of type Morph.
You also need to give your building the cargo size. Units with 0 can't be loaded.
Alrighty, it's working now. I removed the footprint and gave it a movement speed of 0.01, and made it automatically hold position as soon as it is unloaded.
One issue persists in the turret's collision radius apparently being nonexistent so that other units can walk straight through it, but it's not that big a deal in the grand scheme of things and for now I'll call this one solved. Thanks for the help!