I really want to know how to make a generator unit like in Mineralz Evolution. With the energy regen thing and the beams and stuff.
If you could help, that would be greatly appreciated.
Give it a mineral modifier behavior, i'm sure it's in there somewhere... Or maybe you could give it energy, and add minerals [Via trigger] by converting energy into integer... Or was that real? IDK, but you get what i mean :).
EDIT:
OH THAT! LAWL! Change it's projectile to a laser thing, make it auto attack everything, and have it do negative damage to energy, well that's how I would do it.
I think it would be better to make an:"Behavior - Buff" and give it to the generator unit. Make an:"Search Area" Effect and a:"Modify Unit" Effect. Change the vital - energy in the Modify Unit Effect to 1 so that it adds 1 energy to a unit. Then add an a Area in de Search Area Effect and change the effect of that Area to the Modify Unit Effect. This will make every unit in a certain area get +1 energy. Then make an:"Behavior - Buff" and change the periodic effect to the Search Area Effect and change the period to 0,2. The behavior will use the Search Area Effect every 0,2 second which adds +1 energy to every unit in an area. Finally add the Behavior - Buff to the Generator Unit.
For the beam model I advice you to search for an tutorial about beam actors... There should be a few on mapster if I'm correct.
P.S. Srry if there are any mistakes. I'm not at home so I can't give you an better explaination.
I tried doing something similar (a bit more complex even) just a few days ago and gave up on doing it with the data editor after about 2 or 3 days of trying.
I got it as far as linking two towers, but never managed to make them unlink properly again.
What I ended up doing is making most of it with triggers. Here is what I did:
Make any ability you can refenrence to with events.
First of all, you'll need to somehow uniquely identify each tower. There are a few Tower indexing systems out there, just search or write your own, it's not that hard [custom unit attribute fields].
Whenever this ability is used, you have a source (the generator) and a target (the turret or whatever you want to power).
- Check if source and target are already connected (more an that later)
- If not connected, add the source and target tower to a datatable (something like "[source][target]-connection").
- Also add the target to the source's "targets" unitgroup (datatable "[source]-targets") And vice versa.
- Now update the visuals. Attach a beam actor (actor from model in the trigger editor) to the center of your source and point it to your target. You'll need to set the Scale of the actor depending on whatever model you chose. Save the actor to a datatable. "[source][target]-beam" could be a nice index
- Now it's time to see what amount of energy each tower recieves. You'll want to iterate over all towers and check what targets they have. Count all that don't have full energy and distribute the source's energy pool amongst the rest.
Once you're done with that handle disconnecting towers and you're don.
This is by no means ment to be a comprehensive tutorial or guide, it's only intended to get you pointed into a direction that I know can lead to success.
If you need help with any particular step, let me know.
Oh, and if you somehow managed to get it done purely with the data editor I'm all ears.
Edit: Nevermind, turns out I was thinking about Generators like in "Power Towers". Should've looked at how the minerals generators really work before posting. Looks like it'd be quite doable with the data editor
I'm really not that great when it comes to actors and events either, but maybe I can help.
If i understood it correctly, you create persistent effects on all the units receiving energy from the generator.
You should be able to do it with a Beam(Simple) actor (Beam Simple Animation Style Continuous) that has the deseired beam as Model. In Events, you should only need to Add
Effect.[PERSISTENT EFFECT].stop
FromEffectTreeDescendant [not sure about this one]
Destroy
You'll also need an Action: GenericAttack actor that has
Art: Beam: [Your Beam Actor]
and under events:
Effect.[PERSISTENT EFFECT].start
Create
You can also edit the launch assets, impact sounds to your liking, but I'd start with getting the actual beam to work.
Please keep in mind that I did not have time to test this, but I think it should work...
Was looking quite good so far, but all animations need a birth animation to show at all. Those are usually created automatically when you set up the actor.
I've attached the map with the modified actors.
Also, the game did not load for me without disabling the "boss" triggers (too many threads).
How do I make one?
I really want to know how to make a generator unit like in Mineralz Evolution. With the energy regen thing and the beams and stuff. If you could help, that would be greatly appreciated.
Give it a mineral modifier behavior, i'm sure it's in there somewhere... Or maybe you could give it energy, and add minerals [Via trigger] by converting energy into integer... Or was that real? IDK, but you get what i mean :).
EDIT:
OH THAT! LAWL! Change it's projectile to a laser thing, make it auto attack everything, and have it do negative damage to energy, well that's how I would do it.
I think it would be better to make an:"Behavior - Buff" and give it to the generator unit. Make an:"Search Area" Effect and a:"Modify Unit" Effect. Change the vital - energy in the Modify Unit Effect to 1 so that it adds 1 energy to a unit. Then add an a Area in de Search Area Effect and change the effect of that Area to the Modify Unit Effect. This will make every unit in a certain area get +1 energy. Then make an:"Behavior - Buff" and change the periodic effect to the Search Area Effect and change the period to 0,2. The behavior will use the Search Area Effect every 0,2 second which adds +1 energy to every unit in an area. Finally add the Behavior - Buff to the Generator Unit.
For the beam model I advice you to search for an tutorial about beam actors... There should be a few on mapster if I'm correct.
P.S. Srry if there are any mistakes. I'm not at home so I can't give you an better explaination.
@Barricader0: Go
I tried doing something similar (a bit more complex even) just a few days ago and gave up on doing it with the data editor after about 2 or 3 days of trying.
I got it as far as linking two towers, but never managed to make them unlink properly again.
What I ended up doing is making most of it with triggers. Here is what I did:
Make any ability you can refenrence to with events.
First of all, you'll need to somehow uniquely identify each tower. There are a few Tower indexing systems out there, just search or write your own, it's not that hard [custom unit attribute fields].
Whenever this ability is used, you have a source (the generator) and a target (the turret or whatever you want to power).
- Check if source and target are already connected (more an that later)
- If not connected, add the source and target tower to a datatable (something like "[source][target]-connection").
- Also add the target to the source's "targets" unitgroup (datatable "[source]-targets") And vice versa.
- Now update the visuals. Attach a beam actor (actor from model in the trigger editor) to the center of your source and point it to your target. You'll need to set the Scale of the actor depending on whatever model you chose. Save the actor to a datatable. "[source][target]-beam" could be a nice index
- Now it's time to see what amount of energy each tower recieves. You'll want to iterate over all towers and check what targets they have. Count all that don't have full energy and distribute the source's energy pool amongst the rest.
Once you're done with that handle disconnecting towers and you're don.
This is by no means ment to be a comprehensive tutorial or guide, it's only intended to get you pointed into a direction that I know can lead to success.
If you need help with any particular step, let me know.
Oh, and if you somehow managed to get it done purely with the data editor I'm all ears.
Edit: Nevermind, turns out I was thinking about Generators like in "Power Towers". Should've looked at how the minerals generators really work before posting. Looks like it'd be quite doable with the data editor
@LeradoMendar: Go
I mostly need help with attaching a beam. I got the effects and behaviors done.
Should be easy enough if created by an effect.
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
How could I attach it though? I am kind of a newbie to attachments
Edit: I know through events and such but could you help me, that would be greatly appreciated
I'm really not that great when it comes to actors and events either, but maybe I can help.
If i understood it correctly, you create persistent effects on all the units receiving energy from the generator.
You should be able to do it with a Beam(Simple) actor (Beam Simple Animation Style Continuous) that has the deseired beam as Model. In Events, you should only need to Add
Effect.[PERSISTENT EFFECT].stop
FromEffectTreeDescendant [not sure about this one]
Destroy
You'll also need an Action: GenericAttack actor that has
Art: Beam: [Your Beam Actor]
and under events:
Effect.[PERSISTENT EFFECT].start
Create
You can also edit the launch assets, impact sounds to your liking, but I'd start with getting the actual beam to work.
Please keep in mind that I did not have time to test this, but I think it should work...
I can't get it to work. Here is my map so you can look at it. Maybe you can fix it and tell me what you did!
Is this dead?
@Barricader0: Go
Was looking quite good so far, but all animations need a birth animation to show at all. Those are usually created automatically when you set up the actor.
I've attached the map with the modified actors.
Also, the game did not load for me without disabling the "boss" triggers (too many threads).
Yea it does that to me and i do not know what that means....
Thanks for the help, It works well now!