1) I made a "Banshee" hero. He has the ability to fly and to land ( My first banshee unit is flying, the other is a ground unit). So when my Banshee "flies", he merges from a ground unit to a flying unit. I would like to make it so that when the Banshee flies, he loses a constant range of energy, and when he is out of energy, he "lands" automatically (merge back to the ground unit of the banshee). How can I do that ?
2) I made small 2x2 and 3x3 buildings with models of big units (which I decreased scale to 0.2). Since the new patch, placement models and unit models are big, even if I change their scale to a small value (like 0.2). Before the patch it was working :( any idea how to fix this ?
3) With the same Banshee as question 1, I've tried everything I could, but the weapon always takes around 0.7 second before launching the missiles ... I've checked all the "delay", "time" values of the weapon, and they are all set to 0 ... Anyone knows how to make it shoot immediately (or with a shorter delay) ?
More questions to come, so please check the posts :)
1) Set energy regeneration to a negative value, or if you have abilities that mess with regeneration add a Buff to the hero and set the Periodic Effect to a Modify Unit effect to reduce energy. For the force-morph there might be a smarter way using autocasts or something, but you can always apply a Buff/Persistent effect with a validator that checks for energy and an Issue Order effect as Effect-Final. Depending on how you want to handle that you will need additional failsafes in case there's no legitimate landing zone. (I think you can set the placement radius of the morph to 500 though)
2) No idea. Did you change the scale on the Model or the Actor?
3) The main offender would be Damage Point, actually about half of the Stats: fields add a delay at some point. Otherwise check any Persistent effects and/or Buff behaviors in the effect chain, those have many delay fields that can interfere. For instance if you're using the "array" launch method (Phoenix, Goliath) the first Period Duration should be 0.
1) Set energy regeneration to a negative value, or if you have abilities that mess with regeneration add a Buff to the hero and set the Periodic Effect to a Modify Unit effect to reduce energy. For the force-morph there might be a smarter way using autocasts or something, but you can always apply a Buff/Persistent effect with a validator that checks for energy and an Issue Order effect as Effect-Final. Depending on how you want to handle that you will need additional failsafes in case there's no legitimate landing zone. (I think you can set the placement radius of the morph to 500 though)
I know how to make the energy decrease, and thanks god I don't have any abilities that affect energy regen. Could you be a little more precise on how to force him to morph when he has less than 5 energy for example ? Also, can you make it so that if iy is over an unpathable terrain, it will kill it if he is forced to land ?
2) No idea. Did you change the scale on the Model or the Actor?
Both lol
3) The main offender would be Damage Point, actually about half of the Stats: fields add a delay at some point. Otherwise check any Persistent effects and/or Buff behaviors in the effect chain, those have many delay fields that can interfere. For instance if you're using the "array" launch method (Phoenix, Goliath) the first Period Duration should be 0.
I'll check that again, because I have a "set" effect. So you say the delay is the CPU reading through the informations with complicated weapons ?
@MacSC2: Go 1) You can use a behavior, that is turned on by a validator, then use this behavior to fire a Issue Command: Morph effect. In the chain of effects just use another validator to check if terrain is pathable, if not it calls a suicide effect.
2) I suggesting changing only one (actor or model), not both, as it is easier to get the result you want.
1) You add a behavior to the flying version of the unit itself and add a validator for Energy>=5 to the Remove+ field (note that the buff is removed if the validator retirns false). Exactly what you put in the Effect-Final field depends on how forgiving you want to be and how much control you want to allow the player. You could add a timed life debuff which is removed upon landing, you could (optionally) add a buff to render the hero Uncommandable so the morph can't be canceled; or you could check the ground immediately below the hero for pathability, if it's free issue the morph, if it isn't->Kill/Suicide.
3) I don't mean CPU lag, if you get that from weapons your PC shouldn't be able to run SC2 in the first place. Set effects shouldn't be an issue, they execute instantly. What I meant were Persistent Effects and Buff Behaviors, both have a multi-stage execution sequence with many optional delays in between. For example most Terran multi-missile launchers (turrets, thors, vikings, banshees, goliaths...) use multiple entries under Period Duration to stagger the missiles, and the nuke makes use of multiple delay stages to attach all the visuals.
Another possibility is movement/deceleration: If the weapon doesn't allow movement the unit has to come to a standstill before attacking. Ground units do so instantly by default, but air units have much lower acceleration/deceleration values and can take a while.
1) Thank Photo and Soul, I'll try to mess around with that ASAP.
2) I'll try to set the scale of model and/or actor to 1 to see if that solves the problem ...
3) I think you got the key ! I didn't modify the deceleration from the original unit, so it has a small deceleration because it's a flying unit. Gonna try this as soon as I get home :)
Thanks, for number 1 it's more clear. For number 2, I messed around and I remade the models and all went well. Forget about number 3, I fixed it ^_^
New questions for you folks !
- How can I make a protoss building animation work ? I placed "Gateway birth" model in my custom building "model - Build", changed the name of the gateway to my custom building in all the events, everything works fine (main model, placement model etc.) except I don't see any build animation (the white sphere, then the shape appears).
- I make a building with 2 weapons. I want one of those weapons to be active when a buff is applied, and the other weapon when the buff is removed ... how do I do that ?
- Can I make an ability cost resources/s, and disable if player runs out of used ressource ?
- Make an ability (of type search area ==> Apply effect ==> Apply buff) that makes the targeted unit have a 25% chance of "missing" target while attacking (not dealing damage) ?
Thanks again for your help, more questions to come eventually,
1) Look for actors with "Protoss Construction/Building" in their name, there are quite a few. Can't remember which one does what, but if you copy them all and adjust all references it should work.
2) Give both weapons to the structure (for UI display purposes), mark one as Disabled under its Weapon data entry, make the buff enable that one and disable the other one through the Weapon tab under Modification+. You can also make the buff add the second weapon to the unit, the above method has the advantage of displaying the second weapon as a greyed-out button on the unit until it's activated.
3) Either use the Costs+ field of the ability for an initial cost, or use a Persistent+Modify Player effect for maintenance costs. There's an unused validator type Player Compare Resource which should do the second part.
4) Apply a buff to the attacking unit with a damage response set to: Location=Attacker, Chance=0.25, Modify Minimum Damage=true, Minimum Damage=0(or less), Modify Fraction=0. May still cause "under attack" alerts and apply non-damaging weapon effects (Concussive Shells etc), including ones that then deal damage (Psi Storm Apply Behavior)
I made a structure, and once its is completely built, if I double-click it, it doesn't automatically select all other same structures nearby :(
When he is building, it works perfectly, but once building animation is done, I just can't. Also, if I make a square with my mouse over all those same structures, only one is selected. I rechecked all the fields in the "unit" tab, and they are all linked to this unit. What did I do wrong ?
Also, weird, I made a second structure copy-pasting this one, and the global selection works on the second one, but only when it is built ... When I double-click my second structure while its building, it selects already built same structures if there are nearby, instead of building structures. Dafak ?
If you guys don't understand my explanation, tell me, I'll rewrite it :p
Oh and also, what field affect which unit is selected in priority if I draw a square with my mouse over many of my units ?
Unit: Subgroup Priority is the field you're looking for.
The double-click problem sounds like you either messed up the Unit: Select Alias or fail to destroy all construction actors. Maybe there's also an actor/model setting for group selection.
Does double-clicking a structure while under construction select all other constructing ones as well?
1) Nope, I setted a higher subgroup priority to my hero, and even if I make a massive selection with buildings, the buildings are chosen first D:
2) Hmmm how can I "fail" to destroy the construction actors, I just set the model in the "unit-build" field of the unit's actor. Also, the protoss build actor has an event that destroys him once construction is done, maybe I'll recheck if it's there, but I presume so, because the build animation is removed after the buildingd time.
3) For the first building, yes, if I double-click the structure in construction, it will select them all, but once they are built, no.
For the second building, if there are only buildings in construction, it will select them all, as well as once it's done. BUT, if there are already built same structures nearby, double-clicking the constructing structure will automatically select all the already built structures.
1) How do you even enable drag-selection of units and structures together? I'm at a loss here, it works for Sentries so I don't see why it shouldn't work for your hero.
2) I don't know how the construction setup works by heart, so I guessed there could be a remote-triggered destruction event.
3) Sounds very strange. Maybe check the Build/Buildable abilities if they mess with selection aliases?
Actually, are you working with Kabelkorven and these "structures" are unit-type objects? Are you using stock Build abilities or improvised setups? Is there a Morph ability involved somehow?
And since you talk about copy-pasting, do you really use that or the "duplicate" option (Ctrl+U)? Copy-paste messes up a lot of things and breaks all existing links, so it's easy to get leftover actor creation events and the like, which might interfere with selection.
1) That's my point ! Normally, unit(s) should be selected when I drag s square over units and structures. Now it's my structures who are selected.
2) In the event-events of the building actor, there is a "Building construction - any - finish ==> Destroy", then there is "Unit construction - Structure X - Start ==> Create" for each building.
3) Where do I check if they mess with the selection aliases ?
No, I work alone ahaha, and my structures are just simple structures, no morph or other complicated stuff.
I made 2 buildings, keeping the SAME values on both, and my first building is not "group selectable" unless I used shift and click everything ... Making a square over the buildings won't make the selection circles appear, and double clicking won't make it select them all.
The second building works perfectly, construction, final unit etc.
What the fuck did I do wrong ?
Maybe it's because for my first building (which selection doesn't work) I used a "special" model ?(I used the Xel Naga Prison console).
For the second I used the gateway model.
Maybe check the Model data type? There's a few fields regarding selection, but I thought they only control the circle visual. Maybe a "selection bounding sphere" has to be coded into the model?
Aaaah my buildings don'T show any life bar when I put my mouse over them/select them ... Help please D:
Also, I want to make a structure with the warp prism (phase mode) model, but the phase mode model is a variation from the warp prism (transport mode). How can I make so that when I build it it has the "phase mode" always ?
Try holding down Alt/switching to "always display lifebars", if that makes the bar show up it's probably a selection problem and related to the other issues. If it doesn't check the actor of the bugged building. There's a "show vitals..." option flag somewhere as well as a dozen settings customising the bar itself, if any of those ended up as 0 you could easily have an "invisible" lifebar.
If it's a selection issue try replacing the model with something "standard" (i.e. Marine, Barracks), first the model asset (Art: Model field on the Model data object) and if that doesn't help the entire Model data object (dito on the unit actor). If the asset file alone fixes it the previous model lacks data relevant to selection and thus using it as a gameplay entity. If swapping the asset alone doesn't fix it but changing the Model data object does, your Model data object is missing customisations to allow selection, which you can add without 3rd-party editors.
Yeah I did what you said, and I think my model is missing customisation to allow selection ==> Changed the Art-Model of the structure in the "Actor" tab, and it has group selection then. How can I add it ?
For the bar, all the "energy, shield, cargo etc." flags are checked, and yet it doesn't show :( When I changed the model, was still not showing.
Lastly, I made a structure with the warp prism model, but I can't make it "phase mode" continuously. I simply want a structure that looks like the Warp prism in "phase mode". How can I do that ? (Phase mode is an animation variation from the Warp Prism).
1) I made a "Banshee" hero. He has the ability to fly and to land ( My first banshee unit is flying, the other is a ground unit). So when my Banshee "flies", he merges from a ground unit to a flying unit. I would like to make it so that when the Banshee flies, he loses a constant range of energy, and when he is out of energy, he "lands" automatically (merge back to the ground unit of the banshee). How can I do that ?
2) I made small 2x2 and 3x3 buildings with models of big units (which I decreased scale to 0.2). Since the new patch, placement models and unit models are big, even if I change their scale to a small value (like 0.2). Before the patch it was working :( any idea how to fix this ?
3) With the same Banshee as question 1, I've tried everything I could, but the weapon always takes around 0.7 second before launching the missiles ... I've checked all the "delay", "time" values of the weapon, and they are all set to 0 ... Anyone knows how to make it shoot immediately (or with a shorter delay) ?
More questions to come, so please check the posts :)
1) Set energy regeneration to a negative value, or if you have abilities that mess with regeneration add a Buff to the hero and set the Periodic Effect to a Modify Unit effect to reduce energy. For the force-morph there might be a smarter way using autocasts or something, but you can always apply a Buff/Persistent effect with a validator that checks for energy and an Issue Order effect as Effect-Final. Depending on how you want to handle that you will need additional failsafes in case there's no legitimate landing zone. (I think you can set the placement radius of the morph to 500 though)
2) No idea. Did you change the scale on the Model or the Actor?
3) The main offender would be Damage Point, actually about half of the Stats: fields add a delay at some point. Otherwise check any Persistent effects and/or Buff behaviors in the effect chain, those have many delay fields that can interfere. For instance if you're using the "array" launch method (Phoenix, Goliath) the first Period Duration should be 0.
@MacSC2: Go 1) You can use a behavior, that is turned on by a validator, then use this behavior to fire a Issue Command: Morph effect. In the chain of effects just use another validator to check if terrain is pathable, if not it calls a suicide effect.
2) I suggesting changing only one (actor or model), not both, as it is easier to get the result you want.
@MacSC2: Go
1) You add a behavior to the flying version of the unit itself and add a validator for Energy>=5 to the Remove+ field (note that the buff is removed if the validator retirns false). Exactly what you put in the Effect-Final field depends on how forgiving you want to be and how much control you want to allow the player. You could add a timed life debuff which is removed upon landing, you could (optionally) add a buff to render the hero Uncommandable so the morph can't be canceled; or you could check the ground immediately below the hero for pathability, if it's free issue the morph, if it isn't->Kill/Suicide.
3) I don't mean CPU lag, if you get that from weapons your PC shouldn't be able to run SC2 in the first place. Set effects shouldn't be an issue, they execute instantly. What I meant were Persistent Effects and Buff Behaviors, both have a multi-stage execution sequence with many optional delays in between. For example most Terran multi-missile launchers (turrets, thors, vikings, banshees, goliaths...) use multiple entries under Period Duration to stagger the missiles, and the nuke makes use of multiple delay stages to attach all the visuals.
Another possibility is movement/deceleration: If the weapon doesn't allow movement the unit has to come to a standstill before attacking. Ground units do so instantly by default, but air units have much lower acceleration/deceleration values and can take a while.
1) Thank Photo and Soul, I'll try to mess around with that ASAP. 2) I'll try to set the scale of model and/or actor to 1 to see if that solves the problem ... 3) I think you got the key ! I didn't modify the deceleration from the original unit, so it has a small deceleration because it's a flying unit. Gonna try this as soon as I get home :)
@MacSC2: Go
1) Use a buff that has a negative energy regen that uses a periodic Issue Order effect validated by the enegy of the unit.
2) Check the inherited property flags.
3) Need details of how the ability is set up.
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
Thanks, for number 1 it's more clear. For number 2, I messed around and I remade the models and all went well. Forget about number 3, I fixed it ^_^
New questions for you folks !
- How can I make a protoss building animation work ? I placed "Gateway birth" model in my custom building "model - Build", changed the name of the gateway to my custom building in all the events, everything works fine (main model, placement model etc.) except I don't see any build animation (the white sphere, then the shape appears).
- I make a building with 2 weapons. I want one of those weapons to be active when a buff is applied, and the other weapon when the buff is removed ... how do I do that ?
- Can I make an ability cost resources/s, and disable if player runs out of used ressource ?
- Make an ability (of type search area ==> Apply effect ==> Apply buff) that makes the targeted unit have a 25% chance of "missing" target while attacking (not dealing damage) ?
Thanks again for your help, more questions to come eventually,
Mac
Have buffs add both weapons but one buff disables the other.
Under the Cost fields for the ability.
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) Look for actors with "Protoss Construction/Building" in their name, there are quite a few. Can't remember which one does what, but if you copy them all and adjust all references it should work.
2) Give both weapons to the structure (for UI display purposes), mark one as Disabled under its Weapon data entry, make the buff enable that one and disable the other one through the Weapon tab under Modification+. You can also make the buff add the second weapon to the unit, the above method has the advantage of displaying the second weapon as a greyed-out button on the unit until it's activated.
3) Either use the Costs+ field of the ability for an initial cost, or use a Persistent+Modify Player effect for maintenance costs. There's an unused validator type Player Compare Resource which should do the second part.
4) Apply a buff to the attacking unit with a damage response set to: Location=Attacker, Chance=0.25, Modify Minimum Damage=true, Minimum Damage=0(or less), Modify Fraction=0. May still cause "under attack" alerts and apply non-damaging weapon effects (Concussive Shells etc), including ones that then deal damage (Psi Storm Apply Behavior)
@Photoloss: Go
1) Thanks it works liek charm !:D
For the rest I test it when I have time
New question tho:
I made a structure, and once its is completely built, if I double-click it, it doesn't automatically select all other same structures nearby :( When he is building, it works perfectly, but once building animation is done, I just can't. Also, if I make a square with my mouse over all those same structures, only one is selected. I rechecked all the fields in the "unit" tab, and they are all linked to this unit. What did I do wrong ?
Also, weird, I made a second structure copy-pasting this one, and the global selection works on the second one, but only when it is built ... When I double-click my second structure while its building, it selects already built same structures if there are nearby, instead of building structures. Dafak ?
If you guys don't understand my explanation, tell me, I'll rewrite it :p
Oh and also, what field affect which unit is selected in priority if I draw a square with my mouse over many of my units ?
Unit: Subgroup Priority is the field you're looking for.
The double-click problem sounds like you either messed up the Unit: Select Alias or fail to destroy all construction actors. Maybe there's also an actor/model setting for group selection.
Does double-clicking a structure while under construction select all other constructing ones as well?
@Photoloss: Go
1) Nope, I setted a higher subgroup priority to my hero, and even if I make a massive selection with buildings, the buildings are chosen first D:
2) Hmmm how can I "fail" to destroy the construction actors, I just set the model in the "unit-build" field of the unit's actor. Also, the protoss build actor has an event that destroys him once construction is done, maybe I'll recheck if it's there, but I presume so, because the build animation is removed after the buildingd time.
3) For the first building, yes, if I double-click the structure in construction, it will select them all, but once they are built, no. For the second building, if there are only buildings in construction, it will select them all, as well as once it's done. BUT, if there are already built same structures nearby, double-clicking the constructing structure will automatically select all the already built structures.
1) How do you even enable drag-selection of units and structures together? I'm at a loss here, it works for Sentries so I don't see why it shouldn't work for your hero.
2) I don't know how the construction setup works by heart, so I guessed there could be a remote-triggered destruction event.
3) Sounds very strange. Maybe check the Build/Buildable abilities if they mess with selection aliases?
Actually, are you working with Kabelkorven and these "structures" are unit-type objects? Are you using stock Build abilities or improvised setups? Is there a Morph ability involved somehow?
And since you talk about copy-pasting, do you really use that or the "duplicate" option (Ctrl+U)? Copy-paste messes up a lot of things and breaks all existing links, so it's easy to get leftover actor creation events and the like, which might interfere with selection.
1) That's my point ! Normally, unit(s) should be selected when I drag s square over units and structures. Now it's my structures who are selected.
2) In the event-events of the building actor, there is a "Building construction - any - finish ==> Destroy", then there is "Unit construction - Structure X - Start ==> Create" for each building.
3) Where do I check if they mess with the selection aliases ?
No, I work alone ahaha, and my structures are just simple structures, no morph or other complicated stuff.
Ok now there is something fucked up guys.
I made 2 buildings, keeping the SAME values on both, and my first building is not "group selectable" unless I used shift and click everything ... Making a square over the buildings won't make the selection circles appear, and double clicking won't make it select them all.
The second building works perfectly, construction, final unit etc.
What the fuck did I do wrong ?
Maybe it's because for my first building (which selection doesn't work) I used a "special" model ?(I used the Xel Naga Prison console). For the second I used the gateway model.
Maybe check the Model data type? There's a few fields regarding selection, but I thought they only control the circle visual. Maybe a "selection bounding sphere" has to be coded into the model?
Aaaah my buildings don'T show any life bar when I put my mouse over them/select them ... Help please D:
Also, I want to make a structure with the warp prism (phase mode) model, but the phase mode model is a variation from the warp prism (transport mode). How can I make so that when I build it it has the "phase mode" always ?
Try holding down Alt/switching to "always display lifebars", if that makes the bar show up it's probably a selection problem and related to the other issues. If it doesn't check the actor of the bugged building. There's a "show vitals..." option flag somewhere as well as a dozen settings customising the bar itself, if any of those ended up as 0 you could easily have an "invisible" lifebar.
If it's a selection issue try replacing the model with something "standard" (i.e. Marine, Barracks), first the model asset (Art: Model field on the Model data object) and if that doesn't help the entire Model data object (dito on the unit actor). If the asset file alone fixes it the previous model lacks data relevant to selection and thus using it as a gameplay entity. If swapping the asset alone doesn't fix it but changing the Model data object does, your Model data object is missing customisations to allow selection, which you can add without 3rd-party editors.
Yeah I did what you said, and I think my model is missing customisation to allow selection ==> Changed the Art-Model of the structure in the "Actor" tab, and it has group selection then. How can I add it ?
For the bar, all the "energy, shield, cargo etc." flags are checked, and yet it doesn't show :( When I changed the model, was still not showing.
Lastly, I made a structure with the warp prism model, but I can't make it "phase mode" continuously. I simply want a structure that looks like the Warp prism in "phase mode". How can I do that ? (Phase mode is an animation variation from the Warp Prism).