This will probably sound strange, but I'm trying to recreate Siege Mode using a set of behaviors instead of a morph ability. This is because I want to prevent the loss of experience/levels/abilities when it morphs, and due to the way that I revive heroes it would be most...convenient.. if he was still the 'same unit' whilst in Siege Mode. Behaviors accomplish this. So! I disable movement, suppress turning, change the actors, and give it the siege tank weapon. However, it seems for some reason this newly added weapon is disabled. I see no reason for it to be so, as it works fine on the actual sieged unit, and has no 'Disabled' flag.
Isn't it easier to give the same Veterancy Behavior to both forms of the Siege Tank? I used to do it in a map I was working between Kerrigan in Ghost form and in Primal form: Veterancy Levelas, attributes or any other thing given by levels was lost.
@TheSC2Maniac
Levels are maintained with the same behavior (which is the system I am technically using now) but the same cannot be said for abilities, as I would like it if the morphed version could be able to use the abilities that were unlocked before. As well, there is still the issue of my revival system that gets confused by this odd change.
@Zaysite
Yes I am triply sure I did that. The weapon appears, but is Disabled. The weapon does not have a requirement.
Still not really sure why it was disabled, but here's a workaround SoulFilcher gave me: give the unit both weapons in the Unit Data type, then use the abilities to simply Enable/Disable the turrets/weapons as you need them, rather than using the Behavior to completely add the weapons. This caused it to not be disabled and was better overall.
This will probably sound strange, but I'm trying to recreate Siege Mode using a set of behaviors instead of a morph ability. This is because I want to prevent the loss of experience/levels/abilities when it morphs, and due to the way that I revive heroes it would be most...convenient.. if he was still the 'same unit' whilst in Siege Mode. Behaviors accomplish this. So! I disable movement, suppress turning, change the actors, and give it the siege tank weapon. However, it seems for some reason this newly added weapon is disabled. I see no reason for it to be so, as it works fine on the actual sieged unit, and has no 'Disabled' flag.
If anyone could help, I'd appreciate it. Thanks!
Isn't it easier to give the same Veterancy Behavior to both forms of the Siege Tank? I used to do it in a map I was working between Kerrigan in Ghost form and in Primal form: Veterancy Levelas, attributes or any other thing given by levels was lost.
Did you make sure you put your weapon you want to use in the behavior under
Weapons
Index | Turret | Weapon
0 | (none)| Sword
Weapon Disabled
Hands (Weapon you dont want to use)
Weapon Enabled
Sword (Your Weapon)
Or else there is probably a requirement disabling it ?
@TheSC2Maniac Levels are maintained with the same behavior (which is the system I am technically using now) but the same cannot be said for abilities, as I would like it if the morphed version could be able to use the abilities that were unlocked before. As well, there is still the issue of my revival system that gets confused by this odd change.
@Zaysite Yes I am triply sure I did that. The weapon appears, but is Disabled. The weapon does not have a requirement.
What about the first effect in the effect tree? Are other behaviours disabling the weapon?
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
Still not really sure why it was disabled, but here's a workaround SoulFilcher gave me: give the unit both weapons in the Unit Data type, then use the abilities to simply Enable/Disable the turrets/weapons as you need them, rather than using the Behavior to completely add the weapons. This caused it to not be disabled and was better overall.
Thanks!
Using buffs to add and remove weapons by adding and removing the buffs looks better though.
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