Sorry guys, I'm going to be the Necro King(of WDEs) every once in a while. As you may know, I have been/am going back over some WDEs and redoing/tweaking things, seeing how much my thinking around problems have gotten better, or just in general. And I figure it's better to Necro the WDE which is what the subject of the post is, than to make a new Topic everytime I make an ability. Or do you think I should just make 1 consolidated post of my stuff and just update in there??? *shrug*
Nevjmac issued me a challenge to have the Marines patrol around the Tank when it sieges up(after I had done the initial challenge), and I had started, but at the time I guess, it was just too far out of my ability. I randomly loaded the map up, went "WTF was I thinking" and fixed it right up in about 10 minutes(really, it was that simple). I don't use the hacky method of having the Tank Mode have Cargo and the Siege Mode not having Cargo like my past uploaded map - Previously this meant that a loaded Tank Mode going into Siege Mode, would eject all Cargo, because it could not carry any. I have addressed this method.
The Siege Mode now has Cargo, however it still automatically ejects the Marines as a defense from close combat units. Re-uploading the map. It's been cleaned up,(perhaps not much cleaner than the previous map upload because I had worked on the Nevjmac's second challenge after the upload, but when I loaded it up there were 6 validators, 5 behaviors, remove behavior effects... it was a disaster)
I hope you enjoy, and that some people may learn from this.
Two slight issues... Number 1 : The AutoLoad behavior is default on the Tank Mode, so at map load/Tank unit built, it will try to load any marines around it. There is a method of having it not do this at these specific times, however it's just too much work to fix such a minor issue. Validating on the Remove/Disable fields of the AutoLoad buff would do so at all times, thus disabling the auto loading feature, and validating a secondary Dummy buff would entail too much work, since Morph abilities cannot apply behaviors prior/during. Like I said, too much work to fix such a small issue.
The second minor issue, if Sieging during an attack(like at the end of the video), the Marines will attack the Zerglings first, patrol once, and then stop moving. I'm not sure why, the Issue Order effect preempts all orders, and normally units that patrol will fire/attack anything close to them and then return to patrolling once the threat is passed.
Hmmm I should really give a new WDE some attention. I have been terribly busy >.<
That is a huge improvement Borg, though can you take it a step further, Are you able to not have set marines?
As in are you able to build units load them into the tanks cargo, eg maraudar and a few marines, a reaper etc and they will effectively do the same thing? Currently you have the marines all ready in the cargo
Nevjmac, all that I would need to do is remove the validator on the Cargo behavior that allows only marines to enter the Siege Tank, and add other Terran infantry to the map. The Cargo ability does everything, it's not a specific set of marines, if I understand what you are saying.
I will take a look at the Wander Behavior sometime later today. And yes, I guess I can go over my maps and make an assets post.
EDIT:: Ok, took a quick look, Wander is nice, it's very random the pattern that they patrol in.
Moved the Bio units away from the Tank so that when the map begins, it doesn't auto load them.
Increased total Cargo to 8 from 6.
Start with 2 Marines, 1 Reaper, 1 Ghost, 1 Marauder.
I removed the IsMarines Validator on the Cargo ability, so any Terran unit can now enter the Tank(Added is Terran and Unit Is Biological validators).
When unloading during Tank Mode, previous cargo occupants will not Wander.
When unloading during Siege Mode, previous cargo occupants will Wander for up to 10 seconds and then stop.
I added in the 10 second duration Dummy Buff because once a Wander behavior is on the unit, it is permanent(It has no duration). Plus, I have the Wander behavior leashed to the unload area, otherwise they might Wander off too far to protect the Tank(and when manually moving units away from the area with the Wander behavior, they would wander back to its initial point of unload)
Yes, that's what I did with the Dummy Behavior having a 10 second duration and then removing the Wander behavior. Otherwise, there's no real way to tell when to stop patrolling without doing something overly complex. As it was, if the unit is out of range when the tank auto loads the units, then that behavior would keep the wander behavior infinitely.
If you applied a buff that enables the wander appluied by the transport ability you could get a Location Range validator to prevent it going too far, although the leash range should prevent it straying.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
If only the Wander behavior had Validator(Remove) and Validator(Disable) fields, I wouldn't need a Dummy behavior that acts as a timer.
EDIT: OMG... that's it! Remove the Duration from the Duration Dummy Behavior, Validate it instead, that if it fails, removes the Wander behavior.
Wander behavior is removed when the Dummy Behavior fails to validate if/when there is no Sieged Tank in Range OR receives an order... I'll do that later, though. I'm starved.
Sorry guys, I'm going to be the Necro King(of WDEs) every once in a while. As you may know, I have been/am going back over some WDEs and redoing/tweaking things, seeing how much my thinking around problems have gotten better, or just in general. And I figure it's better to Necro the WDE which is what the subject of the post is, than to make a new Topic everytime I make an ability. Or do you think I should just make 1 consolidated post of my stuff and just update in there??? *shrug*
Nevjmac issued me a challenge to have the Marines patrol around the Tank when it sieges up(after I had done the initial challenge), and I had started, but at the time I guess, it was just too far out of my ability. I randomly loaded the map up, went "WTF was I thinking" and fixed it right up in about 10 minutes(really, it was that simple). I don't use the hacky method of having the Tank Mode have Cargo and the Siege Mode not having Cargo like my past uploaded map - Previously this meant that a loaded Tank Mode going into Siege Mode, would eject all Cargo, because it could not carry any. I have addressed this method.
The Siege Mode now has Cargo, however it still automatically ejects the Marines as a defense from close combat units. Re-uploading the map. It's been cleaned up,(perhaps not much cleaner than the previous map upload because I had worked on the Nevjmac's second challenge after the upload, but when I loaded it up there were 6 validators, 5 behaviors, remove behavior effects... it was a disaster)
I hope you enjoy, and that some people may learn from this.
Two slight issues... Number 1 : The AutoLoad behavior is default on the Tank Mode, so at map load/Tank unit built, it will try to load any marines around it. There is a method of having it not do this at these specific times, however it's just too much work to fix such a minor issue. Validating on the Remove/Disable fields of the AutoLoad buff would do so at all times, thus disabling the auto loading feature, and validating a secondary Dummy buff would entail too much work, since Morph abilities cannot apply behaviors prior/during. Like I said, too much work to fix such a small issue.
The second minor issue, if Sieging during an attack(like at the end of the video), the Marines will attack the Zerglings first, patrol once, and then stop moving. I'm not sure why, the Issue Order effect preempts all orders, and normally units that patrol will fire/attack anything close to them and then return to patrolling once the threat is passed.
Hmmm I should really give a new WDE some attention. I have been terribly busy >.<
That is a huge improvement Borg, though can you take it a step further, Are you able to not have set marines?
As in are you able to build units load them into the tanks cargo, eg maraudar and a few marines, a reaper etc and they will effectively do the same thing? Currently you have the marines all ready in the cargo
Why not just use a Wander behaviour to get them to patrol?
Also maybe just put all your latest versions of maps in a thread in the Data Assets forum.
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
@nevjmac: Go
Nevjmac, all that I would need to do is remove the validator on the Cargo behavior that allows only marines to enter the Siege Tank, and add other Terran infantry to the map. The Cargo ability does everything, it's not a specific set of marines, if I understand what you are saying.
@DrSuperEvil: Go
I will take a look at the Wander Behavior sometime later today. And yes, I guess I can go over my maps and make an assets post.
EDIT:: Ok, took a quick look, Wander is nice, it's very random the pattern that they patrol in.
I added in the 10 second duration Dummy Buff because once a Wander behavior is on the unit, it is permanent(It has no duration). Plus, I have the Wander behavior leashed to the unload area, otherwise they might Wander off too far to protect the Tank(and when manually moving units away from the area with the Wander behavior, they would wander back to its initial point of unload)
You can remove the Wander behaviour with effects.
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
Yes, that's what I did with the Dummy Behavior having a 10 second duration and then removing the Wander behavior. Otherwise, there's no real way to tell when to stop patrolling without doing something overly complex. As it was, if the unit is out of range when the tank auto loads the units, then that behavior would keep the wander behavior infinitely.
If you applied a buff that enables the wander appluied by the transport ability you could get a Location Range validator to prevent it going too far, although the leash range should prevent it straying.
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
If only the Wander behavior had Validator(Remove) and Validator(Disable) fields, I wouldn't need a Dummy behavior that acts as a timer.
EDIT: OMG... that's it! Remove the Duration from the Duration Dummy Behavior, Validate it instead, that if it fails, removes the Wander behavior.
Wander behavior is removed when the Dummy Behavior fails to validate if/when there is no Sieged Tank in Range OR receives an order... I'll do that later, though. I'm starved.