1) How can i make a unit that can only teleport on powered zone ?
2) I want to make an "emergency extract" for a ground unit: A medivac or the Merc compound flying stuff comes and takes my unit, then brings it to a definite building (always the same) ... How can i do that ? Data only would be really more appreciated if it's possible ...
3) When my unit uses a specific ability (of tybe behaviour toggle), have a 50% resistance when he is healed ? (only healed by 50% of the rate)
4) I tryed to make a sensor-tower like ability for my hero ... Everything works fine, the range shows up, the behavior too etc. Except i can't see the god damn enemy units as red dots ... i can see them when i have have vision. I would like to see red dots ober the black map like in the classic SC2. If someone has time, can he tell me where my mistaske is ? You'll see my hero's name is "nova" and her ability is psionic radar !
@MacSC2: Go 1) I think you can use a validator to check if the target point is powered.
2) You need to explain better in ehich situation it would happen. Then you need to use the correct actors at the right time.
3) I'm not sure I understand what you want here.
4) How have you done it? Copied the behavior?
2) i have a hero. He builds a building. He goes to fight, and i want him to be able to teleport back to this building. I want a visual of a plane or droppod that immediatly picks Up my hero so he doesnt take damage anymore ... How can i make actors to fit that, i just know how to play a specific animation, but not Where
3)same hero, acompanied with a medic. When he activates ability X, the medic's heal only heals him by 50% of his normal rate
4) yes, i duplicated the Hero detector behaviors and effects (2 of each)
@MacSC2: Go 2) You have to plan your ability first, then change the actors to what you need them to do. A flying ship requires an ability while the drop-pod requires another ability entirely.
3)Hmmm, I'm not sure how to do that right now.
4) What? 2 of each? You only need to use a behavior like Raynor's detection (from the Char mission) and it should be working, no need for an effect.
2) Droppod. How can you fit 2 abilities into 1? I only want one ability
3) its ok, im 85% certain its not makeable :/
4) i tryed copying the sensor's tower detection behavior but it didnt work, thats why i changed to the current situation. Maybe im messing somerhing in the actors ?
@MacSC2: Go The Drop-pod requires a teleport effect, then you need to tell your actors when to appear, when to change models (drop pod going up and landing are separate models).
4) Maybe you did something you shouldn't. The red marks are supposed to work with any radar behavior you make. You really only need to use one of the existing behaviors or duplicate/make a new one for it to work, no need to change actors beyond making the range visuals appear for new behaviors.
1) I never used teleport effects ... So i will make an effect-instant ability, and what do i do with the teleport effect ? How do i manage it so that he always sends my hero to the same building, even if i destroy it and rebuild it (there can only be one X building at the same time on the map) ???
For the actors, i have to make an actor with the model of the droppod going down, and make "animation play" like 1 second before unit teleport, then another animation 1 second after the first one when my unit disappear, that will bring the droppod toward the sky ? Then i have to do the same thing at the position of my X building to "put the unit on the ground" ?
Also, can i make a delay between the teleporting unit going from point A to point B ? like [Position A]-[Delay(unit is not on the map]-[Position B]
2) I swear that's what i did ... Hold on, i'll try erasing all my actors, behaviors and effects and restarting with Raynor to see !
@MacSC2: Go To send it to that building you need to run a search effect with a range of 500, and change the target settings so it can only find that building. If no combination in target settings can give you only that building, you may need to use a validator for it. Also set maximum target number for the search to 1. The target of this search (your building if you do it right) will be the target of the teleport effect. You place that effect in the effects of your search. This teleport effect must be set to teleport the caster to the target's point.
Of course this is just the basics, there may be some details to alter/add when you want to add the visuals. You don't really need to make a new actor for the drop pod landing, check how it's done for the mercenaries, you just need to add the right events to your hero, possibly the right behaviros at the right time and itwill work for your hero too.
I think you can't delay the teleport effect from one point to the other, but the chain of effects for the drop od will hide the unit for you until the drop pod lands if I remember it right.
Ok thank you very much, much more easy in my mind now !:)
I tried remaking my "Psionic Radar" ability, and yet it doesn't show red dots. Please take a look at it, I did everything like you said. I didn't redo the range tho, it's just a visual i'll do it later.
Look my mod. The Hero is "Builer-Nova ..." The ability "Builer-Psionic Radar" and the behaviors (i have an energy and life cost applyed every second) are "builder-Nova ..." ...
Also is there only one of these buildings or will it be like a town portal and take you to the nearest?
Have a Switch effect that uses two Unit Compare Behavior Count validators that then uses two different Create Healer effects. The validators check if the target unit has the half healing rate buff or not and makes the switch.
Radar by default uses the BlipVisual actor but you can make custom ones.
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Also is there only one of these buildings or will it be like a town portal and take you to the nearest?
Have a Switch effect that uses two Unit Compare Behavior Count validators that then uses two different Create Healer effects. The validators check if the target unit has the half healing rate buff or not and makes the switch.
Radar by default uses the BlipVisual actor but you can make custom ones.
1) There will be only one of this building at the same time on the map. BUT, the place can change at any moment if my hero destroy the building and rebuilds it somewhere else ... If I understood well, I have to make a teleport effect to teleport my Hero to the building, but I have to time the droppod going down and up so it looks like he took my hero ... The problem is, I know how to play an animation, but how do i make the droppod animation play
•) From the sky toward my Hero
•) From my hero to the sky
•) From the sky to the building
•) From the building to the sky
2) Still chinese lol, I'll try messing around to see what I can do, thanks for the help on this one.
3) Damn i remade everything, and i added manually the "BlibVisual" actor, but the only red dot that shows up when i activate the ability is on my Hero -_- I don't know how to fix this ... On my behaviour, in "modification" -> "radar" I checked "Enemy" but he won't show up red dots when there are enemies :(
I uploaded the final version of my ability ... The ability is called "Psionic Radar" and the hero is "Nova" (Searching "Nova" will make everything related to the ability show up in each category), Can you tell me what I did wrong ???
1) You will just need a global search that then uses a Create Persistent as a delay before telporting. I only think the portaloo droppod has the launch animation and reverse sequence animations are a pain (consider retexture if used). Use Model type actors for the drop pod visuals using ability cast to create the drop pod fall and then use the periodic index of the create persistent effect to spawn the others.
2) The void ray switch is the most simple and should be able to be manipulated if you try.
3) If in doubt just simulate the whole thing using a Query Region actor like the colossus tree killer does.
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The radar fell victim to a bug: currently all arc/angle fields operate on modulo 360, meaning that an input of 360° defaults back to 0. Fix it by deactivating the "group related values" option (Ctrl+Shift+N), entering 360 in any non-arc number field, and copying that value to the Radar Arc field on your behavior. (note you must only select the field, not bring up the edit window, when copying)
Also scrap your Blip actor, it currently creates itself on the hero when activating the ability. (at least delete the Behavior. .On/Off events)
The heal doesn't need a Switch effect, you can just as well make a Set effect containing 2 Create Healer effects (1 heals at half the rate), and add validators "has half-heal ability debuff" and "doesn't have half-heal ability debuff". The Switch effect does exactly this except you only need 1 validator as it has a default "do this if none of the above are allowed" setting.
For the rescue pod you can actually save yourself the global search if the hero always places the evacuation point themself. You can apply a hidden Buff when creating the evac point and remove it via the evacuation ability (or automatically if HP<10% or whatever). Set the Effect-Final field to the teleport system. This allows you to directly target the point where the evac station was created without searching for it.
As for the ability itself, the easiest way I can think of is to apply a Persistent effect to the hero. (this would be applied through the above buff)
Set a period equal to the sum of the lengths of the launch and drop animations, set Periodic Effect to a Set containing a "stun" debuff and the teleport effect (a Search which then applies the teleport if you don't use the above system)
The stun is so the hero can't move during the drop animation, set the duration to the length of said animation. You can also apply the stun as Effect-Initial if the hero should be immobile while the pod comes down. The duration should be lined up so the stun expires just as the hero should have "landed"
You should now have enough keys to trigger Model actors for all stages. Start with a falling drop pod using Effect.Persistent.Start -> Create
Use an AnimDone or ActorDestruction event in the above actor to create the model for the launching drop pod. If you host the above model on the hero it can also send a "signal" (AnimDone -> Signal "vanish" to _Selectable or _Unit)
Add an event to the unit actor Signal*"vanish" -> SetVisibility 0/SetOpacity 0, or any other trigger that lines up with the drop pod hitting the ground (actor timers, another persistent tick, whatever)
Now for the landing: Make another Model actor, this time with Effect.Teleport.Finish (At: Target) -> Create with a falling drop pod.
Finally either use AnimDone again or Behavior.Stun.Off to create the final, launching, drop pod Model actor.
Use timers (TimerSet"TimerName", TimerExpired+TimerName) containing exact timings (taken from the Cutscene Module) instead of AnimDone to cut out specific parts of animations, especially if you want the falling and launching drop pods to overlap.
Wow this is what I dreamed for days ! Super explanation, thank you very much !:)
I finally got to make my radar ability work tho (thx god :D).
For the heal I got it to work, thank you too.
I'll work tomorrow and the days after on the rescue pod ability, and I will have many questions for you, so please do check my thread sometimes :p
I would rather use the search, it will be better in my situation ... And is it possible to make him able to run until just before the pod "takes" him off the ground ?
So if I understand well for the ability :
Ability (Instant-Action) ==> Persistent Effect (period = time between drop pod falls to get my hero, and drop pods drops my hero at building) ==> Initial Effect: Search Area for building(s) ==> Periodic Effect : Effect (set) of the teleportation to the building.
Then I have to match the drop pod animations going down and up ?
Also, once my unit teleports, she will instantly arrive to the building, even if the "drop off" animation hasn't played yet ... Could i apply a timed buff when the hero teleports, and make an animation that runs when this buff is applied to set the transparency to 100%, so he doesn't appear to the eye until the "drop off" animation to the building has played ?
Also, how do i set WHERE the drop pods will go down, and up ?
The Search would occur at the instant you want the teleport to happen. Effect-Instant-> Persistent is correct, the rest depends on how many "gameplay-relevant" actions/effects you need. In principle you could run all visuals on Actor Timers with an initial trigger on Abil."abilityname".Start; if each "stage" of the droppod requires a different "gameplay state" of the hero you need a Persistent tick or similar for each state change. You get 1 free tick on Effect-Initial and one on Effect-Final/Expire, and each Buff Behavior can emulate a Persistent effect.
For your specifications you'd need:
Effect-Initial: A debuff to deactivate weapons/abilities if desired, otherwise leave empty
Period equal to length of drop animation, apply the Stun debuff as Effect-Periodic
Period equal to length of launch animation. I don't know if multiple Period entries are run consecutively or simultaneously, easy enough to test though.
This second Effect-Periodic should be the Search, which applies the Teleport to Caster, and a target location of Search-Target (or if that doesn't work, make the Search apply a Set effect, put the Teleport in that, and use Set-Target as the teleport destination)
The Stun should last as long as the first liftoff and subsequent drop animations combined, the exact timing you'll have to figure out by trial-and-error so it looks good.
Actor keys:
First drop model on Abil.Start or Effect.Persistent.Initial (you can use this without actually setting an initial effect iirc, otherwise just use Abil); Attach this model to the hero unit actor via Host+: _Selectable (Host Site Ops probably SOpShadow)
First launch model on Behavior.Stun.On or Effect.ApplyStun.Start; this should probably be stationary and not attached to the hero.
Second drop model on Effect.Teleport.Finish, this should be stationary too but the hero shouldn't be able to move anyway.
Second launch model on Behavior.Stun.Off, this should definitely be stationary.
Use Timers to remove models before an animation finishes (the falling drop pod falls apart and disintegrates, you don't want that)
Let's focus only on the ability herself first (no visual), so my hero is teleported to the specific building.
• Made an "effect-instant" ability.
• Plugged an "persistent effect" in it. ==> Period count: 1 ==> Period : 1.5 second
• In the persistent effect:
- Initial effect : None (for now)
- Periodic effect : Ability [Search area] (for my building) ==> Area : 500 (no effects) ==> Validator : Is [my building]
- Final effect: Teleport effect ==> Location : Effect : Ability (Search area) - target unit
And it doesn't work :/ I think the problem is because my search area can't find my specific building ... I probably messed my validator. How can I make the search filters to only react to my specific building ???
And did i set the teleport location well ? (So it teleports my hero to the building) ?
1) How can i make a unit that can only teleport on powered zone ?
2) I want to make an "emergency extract" for a ground unit: A medivac or the Merc compound flying stuff comes and takes my unit, then brings it to a definite building (always the same) ... How can i do that ? Data only would be really more appreciated if it's possible ...
3) When my unit uses a specific ability (of tybe behaviour toggle), have a 50% resistance when he is healed ? (only healed by 50% of the rate)
4) I tryed to make a sensor-tower like ability for my hero ... Everything works fine, the range shows up, the behavior too etc. Except i can't see the god damn enemy units as red dots ... i can see them when i have have vision. I would like to see red dots ober the black map like in the classic SC2. If someone has time, can he tell me where my mistaske is ? You'll see my hero's name is "nova" and her ability is psionic radar !
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@MacSC2: Go 1) I think you can use a validator to check if the target point is powered.
2) You need to explain better in ehich situation it would happen. Then you need to use the correct actors at the right time.
3) I'm not sure I understand what you want here.
4) How have you done it? Copied the behavior?
2) i have a hero. He builds a building. He goes to fight, and i want him to be able to teleport back to this building. I want a visual of a plane or droppod that immediatly picks Up my hero so he doesnt take damage anymore ... How can i make actors to fit that, i just know how to play a specific animation, but not Where 3)same hero, acompanied with a medic. When he activates ability X, the medic's heal only heals him by 50% of his normal rate 4) yes, i duplicated the Hero detector behaviors and effects (2 of each)
@MacSC2: Go 2) You have to plan your ability first, then change the actors to what you need them to do. A flying ship requires an ability while the drop-pod requires another ability entirely.
3)Hmmm, I'm not sure how to do that right now.
4) What? 2 of each? You only need to use a behavior like Raynor's detection (from the Char mission) and it should be working, no need for an effect.
@SoulFilcher: Go
2) Droppod. How can you fit 2 abilities into 1? I only want one ability 3) its ok, im 85% certain its not makeable :/ 4) i tryed copying the sensor's tower detection behavior but it didnt work, thats why i changed to the current situation. Maybe im messing somerhing in the actors ?
@MacSC2: Go The Drop-pod requires a teleport effect, then you need to tell your actors when to appear, when to change models (drop pod going up and landing are separate models).
4) Maybe you did something you shouldn't. The red marks are supposed to work with any radar behavior you make. You really only need to use one of the existing behaviors or duplicate/make a new one for it to work, no need to change actors beyond making the range visuals appear for new behaviors.
@SoulFilcher: Go
Yay computer, no more ipod touch :D
1) I never used teleport effects ... So i will make an effect-instant ability, and what do i do with the teleport effect ? How do i manage it so that he always sends my hero to the same building, even if i destroy it and rebuild it (there can only be one X building at the same time on the map) ???
For the actors, i have to make an actor with the model of the droppod going down, and make "animation play" like 1 second before unit teleport, then another animation 1 second after the first one when my unit disappear, that will bring the droppod toward the sky ? Then i have to do the same thing at the position of my X building to "put the unit on the ground" ?
Also, can i make a delay between the teleporting unit going from point A to point B ? like [Position A]-[Delay(unit is not on the map]-[Position B]
2) I swear that's what i did ... Hold on, i'll try erasing all my actors, behaviors and effects and restarting with Raynor to see !
@MacSC2: Go To send it to that building you need to run a search effect with a range of 500, and change the target settings so it can only find that building. If no combination in target settings can give you only that building, you may need to use a validator for it. Also set maximum target number for the search to 1. The target of this search (your building if you do it right) will be the target of the teleport effect. You place that effect in the effects of your search. This teleport effect must be set to teleport the caster to the target's point.
Of course this is just the basics, there may be some details to alter/add when you want to add the visuals. You don't really need to make a new actor for the drop pod landing, check how it's done for the mercenaries, you just need to add the right events to your hero, possibly the right behaviros at the right time and itwill work for your hero too.
I think you can't delay the teleport effect from one point to the other, but the chain of effects for the drop od will hide the unit for you until the drop pod lands if I remember it right.
@SoulFilcher: Go
Ok thank you very much, much more easy in my mind now !:)
I tried remaking my "Psionic Radar" ability, and yet it doesn't show red dots. Please take a look at it, I did everything like you said. I didn't redo the range tho, it's just a visual i'll do it later.
Look my mod. The Hero is "Builer-Nova ..." The ability "Builer-Psionic Radar" and the behaviors (i have an energy and life cost applyed every second) are "builder-Nova ..." ...
1) Use a Location Power validator
2) A prexisting medivac or one created for the ability?
3) Would require the healing ability to use a switch based on the target unit having a buff that uses two different healers.
4) Check the Actor: Fog Visibility field.
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
2) A droppod :p
3) Omg ... this is too complicated. Is there an easier way to make the unit unhealable while a behavior type ability is on ?
4) Hmmmm where is that field ? Not on the behaviour ...
Thanks for your answer :p
@MacSC2: Go
Is the droppod preexisting or created by the ability as in it appears/called picks up your junk and then returns it to base.
Yes but that is about as much work as the other simple method.
That field is under the actor uses for the blip.
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@DrSuperEvil: Go
1) no, it'S created by the ability and it appears/called to pick my junk :p It'S only visual
2) Ok then, can you explain in more details please how to do a switch based on the target unit for heal ?
3) The only actor i have is for the range ... Did i miss an actor ???
Also is there only one of these buildings or will it be like a town portal and take you to the nearest?
Have a Switch effect that uses two Unit Compare Behavior Count validators that then uses two different Create Healer effects. The validators check if the target unit has the half healing rate buff or not and makes the switch.
Radar by default uses the BlipVisual actor but you can make custom ones.
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
1) There will be only one of this building at the same time on the map. BUT, the place can change at any moment if my hero destroy the building and rebuilds it somewhere else ... If I understood well, I have to make a teleport effect to teleport my Hero to the building, but I have to time the droppod going down and up so it looks like he took my hero ... The problem is, I know how to play an animation, but how do i make the droppod animation play
•) From the sky toward my Hero
•) From my hero to the sky
•) From the sky to the building
•) From the building to the sky
2) Still chinese lol, I'll try messing around to see what I can do, thanks for the help on this one.
3) Damn i remade everything, and i added manually the "BlibVisual" actor, but the only red dot that shows up when i activate the ability is on my Hero -_- I don't know how to fix this ... On my behaviour, in "modification" -> "radar" I checked "Enemy" but he won't show up red dots when there are enemies :(
I uploaded the final version of my ability ... The ability is called "Psionic Radar" and the hero is "Nova" (Searching "Nova" will make everything related to the ability show up in each category), Can you tell me what I did wrong ???
1) You will just need a global search that then uses a Create Persistent as a delay before telporting. I only think the portaloo droppod has the launch animation and reverse sequence animations are a pain (consider retexture if used). Use Model type actors for the drop pod visuals using ability cast to create the drop pod fall and then use the periodic index of the create persistent effect to spawn the others.
2) The void ray switch is the most simple and should be able to be manipulated if you try.
3) If in doubt just simulate the whole thing using a Query Region actor like the colossus tree killer does.
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
The radar fell victim to a bug: currently all arc/angle fields operate on modulo 360, meaning that an input of 360° defaults back to 0. Fix it by deactivating the "group related values" option (Ctrl+Shift+N), entering 360 in any non-arc number field, and copying that value to the Radar Arc field on your behavior. (note you must only select the field, not bring up the edit window, when copying)
Also scrap your Blip actor, it currently creates itself on the hero when activating the ability. (at least delete the Behavior. .On/Off events)
The heal doesn't need a Switch effect, you can just as well make a Set effect containing 2 Create Healer effects (1 heals at half the rate), and add validators "has half-heal ability debuff" and "doesn't have half-heal ability debuff". The Switch effect does exactly this except you only need 1 validator as it has a default "do this if none of the above are allowed" setting.
For the rescue pod you can actually save yourself the global search if the hero always places the evacuation point themself. You can apply a hidden Buff when creating the evac point and remove it via the evacuation ability (or automatically if HP<10% or whatever). Set the Effect-Final field to the teleport system. This allows you to directly target the point where the evac station was created without searching for it.
As for the ability itself, the easiest way I can think of is to apply a Persistent effect to the hero. (this would be applied through the above buff)
@Photoloss: Go
Wow this is what I dreamed for days ! Super explanation, thank you very much !:)
I finally got to make my radar ability work tho (thx god :D). For the heal I got it to work, thank you too.
I'll work tomorrow and the days after on the rescue pod ability, and I will have many questions for you, so please do check my thread sometimes :p
I would rather use the search, it will be better in my situation ... And is it possible to make him able to run until just before the pod "takes" him off the ground ?
So if I understand well for the ability :
Ability (Instant-Action) ==> Persistent Effect (period = time between drop pod falls to get my hero, and drop pods drops my hero at building) ==> Initial Effect: Search Area for building(s) ==> Periodic Effect : Effect (set) of the teleportation to the building.
Then I have to match the drop pod animations going down and up ? Also, once my unit teleports, she will instantly arrive to the building, even if the "drop off" animation hasn't played yet ... Could i apply a timed buff when the hero teleports, and make an animation that runs when this buff is applied to set the transparency to 100%, so he doesn't appear to the eye until the "drop off" animation to the building has played ? Also, how do i set WHERE the drop pods will go down, and up ?
@MacSC2: Go
The Search would occur at the instant you want the teleport to happen. Effect-Instant-> Persistent is correct, the rest depends on how many "gameplay-relevant" actions/effects you need. In principle you could run all visuals on Actor Timers with an initial trigger on Abil."abilityname".Start; if each "stage" of the droppod requires a different "gameplay state" of the hero you need a Persistent tick or similar for each state change. You get 1 free tick on Effect-Initial and one on Effect-Final/Expire, and each Buff Behavior can emulate a Persistent effect.
For your specifications you'd need:
Actor keys:
Ok, I started making the ability ...
Let's focus only on the ability herself first (no visual), so my hero is teleported to the specific building.
• Made an "effect-instant" ability.
• Plugged an "persistent effect" in it. ==> Period count: 1 ==> Period : 1.5 second
• In the persistent effect:
- Initial effect : None (for now)
- Periodic effect : Ability [Search area] (for my building) ==> Area : 500 (no effects) ==> Validator : Is [my building]
- Final effect: Teleport effect ==> Location : Effect : Ability (Search area) - target unit
And it doesn't work :/ I think the problem is because my search area can't find my specific building ... I probably messed my validator. How can I make the search filters to only react to my specific building ??? And did i set the teleport location well ? (So it teleports my hero to the building) ?