Does changing the Art: Model field of the Model object also fix it? This is the important part, if changing it on the Model object doesn't fix it the problem lies with the settings of the Model data object, which can be adjusted. If changing it on the Model object does fix it the 3D model itself is missing information which you either have to add with an external editor, or can possibly circumvent through clever substitution on the Model object, like adding shield visuals to non-Protoss units. I don't know how to do either of those, your best bet is going to those who make custom models for SC2.
For the bar, make sure the Bar Width+Height aren't 0, and the Distance and Offset probably shouldn't be either. There might be a few other things that block out health bars, is your unit tagged as Invulnerable or something?
Events+: ActorCreation->AnimGroupApply (find out name of animation group through Cutscene module and add here); For the Warp Prism the animation name is Work, it doesn't have a Walk Work animation, and Start/End are the morph animations. You also have to change the death model to the "open" version.
1) No idea. And just to be sure, did you change the Art: Model field on the Actor or the Model? Since the field has the same name for both objects, but refers to completely different things, I have no idea whether you actually tested what I suggested.
3) 10 seconds specifically or did something specific happen (move order, attack, construction, upgrade etc.)? If it's explicitely time-based make sure you are using AnimGroupApply and not AnimPlay. The stock Warp Prism uses a slightly different setup which you can also try: AnimBracketStart with a main entry of Work (the open/close statements they use are Work, Start/End, but since you want it to remain permanently phased you don't need morph/unmorph animations)
Either way make sure no other animation events are interfering. I don't know of any default AnimGroupApply instances on structures, but if you use AnimBracket be careful with default Attack animation events and the like.
To make it rotate go to the unit and add to the Weapons+ field. No weapon object, just the Turret Warp Prism Phasing Rotate.
2) Nah nothing happened, it just transforms (in visual) to the transport mode visual :( I'll try the other solutions you gave me.
For the rotation, I have a problem: I want 2 weapons on my structures ... If I make the Warp Prism Phasing Rotate, will it be seen in the UI ? Will the other weapons be hidden ?
1) Then go to the Models data tab and check it there.
2) Does it "transform" with the animation or just instantly change its appearance? If there's an animation, and you didn't code it into the AnimGroupApply (Work Start/End animation), check all other events including applicable macros, there might be one that forces the animation.
Thing is, I don't know anything that runs on an internal timer except animations themselves. Maybe they messed it up and the animation doesn't loop automatically.
An entry without a Weapon object shouldn't display anything in the UI, plus you can always change the order so the other weapons have priority over it.
It works for the Prism :D (Just forgot to put "work" under "animation properties" in events, just placed it in "apply") :)
Little problem tho: My unit is perfectly showing while building and once she is built, but the problem is the "placement model". How can I make it look like a warp prism in phase mode and not in transport mode ? There is no "events" part in the models to play the "work" property ?
For the other problem, I change the "art-model" of the model tab, and the other model i used (stargate) doesn'T work either D: I definitely messed something on my model ... any idea ?
• Lastly, I made a weapon for a structure. What do I have to modify to change where the weapon's projectile comes from (launch point)? (right now it shoots from the structure's bottom/feet). I need to precise that normally this units has no weapon (it's the warp prism in phase mode).
1) Check the Terran Bunker with campaign dependencies enabled. It uses a special Placement Model actor to add the Shrike Turret/fortification visuals. Basically you have to send the AnimGroupApply action to the placement model actor, either by editing said actor, adding an Event Macro, or possibly just writing PlacementModel (or whatever the name of the standard actor is) in the Target: line of the event on your Unit actor.
2) Copy the Model data object of something that doesn't have this problem (any standard unit/structure) and change the Art: Model field to what you want. Other than that I suggest you check the Art: Radius field as well as anything with "selection" in the name, if any of those fields are 0, -1 or the like that's probably your problem.
3) Combat: Launch Attachment Query + is the field you're looking for. Make sure the attachment you specify is actually present on the model you're using, the Warp Prism only has half a dozen ones on the center axis. Go to the Cutscene module and press "A" to see the attachment points, press "Shift-D" to bring up a data list which includes their names (you might have to double- or even triple-click an attachment point for it to be marked in the list)
Where is the "Launch Attachment Query +" field ? I looked for it and I didn't find it. Right now I'm using a launch effect, which throws a missile at deals the damage effect upon impact. I placed this effect in my weapon, and made a model and an actor for my missile. Do I have to add something else, what and how ?
It's on the Action type actor, the main "attack handler". Tbh I didn't know missile actors even show up without an Action actor. You must set the Missile actor in the Art: Missile field of the Action actor for it to work, look at (or copy from) existing weapons, the Photon Cannon would be a good example.
1)Thanks a lot guys, It works perfectly now for the launch and impact location :)
Could you be a little bit more precise concerning the placement model to be the warp prism in phase mode ? I tried looking what you said, but I don'T know what to put in the events. Could you tell me an A-B-C... instruction on how to do it plz ?:)
2) Another problem (one more :D): I want to make a "Shield generator". This unit will have a toggleable ability of type apply behaviour (with a search area) that would give shield to the surrounding structures (I know how to do that, it's ok). Now, my little problem is that I don't want all my units to have the same amount of shield. How can I make so units X gains 100 shield and units Y gain 150 shield ?
3) Also, how do I make a range appear when I click my structure with a weapon ?
4) Also (again), I made a "morph" ability for a structure, so it transforms into another structure. The 2 structures are the same, (except stats), except the second one is slightly bigger than the first one (art scale 1.15 instead of 1). The problem is that when I "morph", it stays the same size. If I placed the 2 units with the editor, the second one is bigger ... What did I do wrong ?
5) I made a "position swap" ability, which exchanges the caster's and target unit's position. I made an effect-target ability, with a set effect that applies a teleport to the caster and to the target unit. Both teleport works perfectly if they are used alone (caster is teleported and/or target unit is teleported). The problem is that when I combine both in the "set" effect, If i put the target unit's teleport first, the unit will be teleported, then the caster will be teleported to the target unit's point: himself, which makes the second teleport fail. If I put the caster's teleport first, he will be teleported to the target unit's position, but then when the second teleport is applied (to the target unit), she is teleported to the caster's position: herself (because he just teleported). Any ideas on how I could fix this ? :/
I know I said it earlier, but thank you very much for helping me guys, you are my light in the darkness of the Galaxy Editor, particularly you, Photoloss.
1) You set the actor to represent the placeholder model in the Art: Placement Model field on the Unit actor. You might also need Art: Placeholder Actor Model, which I assume is the shematic left behind after you place something but before the worker can begin construction. Then you open up these Placement and Placeholder model actors, and for your purposes adding the same AnimGroupApply event as for the Unit actor should work.
Before you try that you could also try copying the AnimGroupApply event in your Unit actor and writing PlacementModel or PlaceholderModel in the Target: line of the event action. Thing is, I don't know the correct triggers, or if the Unit actor has even been created at the time the placement model appears.
2) Brute force approach is to have 1 buff for each amount of shield points (or a single "smallest increment" buff which you stack), then use validators for dummy buffs or unit type lists to apply the correct one. There might be a smarter way.
3) Range type actor. Must be aligned to a specific weapon to draw the value from it, or if there are no range (de)buffs you can also specify a flat range and reuse the actor for multiple units (good for TD maps, bad for heroes and standard gameplay). The Siege Tank uses SelectionLocalUpdate events as the triggers, copy from that. Placement ranges are created by the PlacementModel actor, you should notice these while checking said actors for problem 1)
4) Have you added morph events to the Unit actors? Easiest setup is a MorphFrom"Current Unit"->Destroy and a MorphTo"CurrentUnit"->Create event added to every unit. Both should use AbilMorph.*.Start/Finish as the trigger, the MorphTo/From are the Terms. The exact trigger you use depends on what you do for the actual morphing phase.
5) I think it should work if you teleport the caster first, then teleport the target to Origin Point. If it doesn't replace the Set with a Persistent effect and draw the locations from there. I can guarantee that a Persistent directed at Origin Point will work.
2) Use a Unit Compare Field validator to check for the unit attribute flags if that is how you want to segregate the amounts added. Have the search of your shield adding aura use a Set effect that applies all the buffs but the Apply Behavior effect is validated.
4) Just use a Set Scale event action on morph start.
5) Apply a Set at the target point that uses a second set at the caster point. The set at the caster point uses both teleports and uses the effect field above the value to reference the correct set effect to use as a frame of reference for choosing the target.
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1) Tried to copy the animgroupapply and to set the target to my placement model, but it didn't work :/ I don't know how I can do what you say photoloss, since a MODEL is required in the "Model (placement" field, and not an actor ?
2) For the shield generator, I don't want the search area to filter flags, but the TYPE of unit. Let's say I have unit (they are structures) A, B, C, D and E, they all have the same units flags. I want unit A to have 25 shield, unit B to have 50 Shield, unit C to have 40 shield, unit D to have 60 shield and unit E to have 100 shield. How can I do that ? the only solution I can think of is to make a set effect with 5 search effects for each structure ? Also, which type of validator do I have to create to make sure only the unit I want receives the behavior ?
3) For my range visual when I click my turret, I changed the weapon of the Photon canon range actor, and it doesn't show anything ... I don't see anything to change in the "Events+" field. Do I have something else to do ? Also if I want the range to be showed with the "placement model", what do I have to do ?
4) Got the morph ability to work, found a sexy combined solution with both of your explanations :D (thanks guys).
5) Photoloss: If I put the "caster's" teleport before, it's just that now the caster will be teleported to the target unit, and the target unit won't teleport. It just changes which unit can teleport or not when I swap them. And how can I place my effects in a "create persistent" effect ? One teleport will be used before the other again, and the same problem comes back.
DrSuperEvil: I placed my "set" effect with the caster's teleport first in another "set" effect, and it doesn't solve the problem. I didn'T understand the last part of your paragraph, could you explain me again with a little bit more details (Sorry, english is not my native language)?
1) There are 2 fields, the one you mean is called Art: Model (Placement), there's another one called Art: Placement Model which denotes the Actor that controls the placement model (which, by default, inherits its Model from the Model (Placement) field of the unit)
2) Unit Type Validators, if you need to apply the same effect to multiple unit types you can use a Combine - Or validator filled with the individual Unit Type ones, which essentially is a whitelist. If there are many more unit types than different shield values give them a dummy buff and check for those with Unit Compare Behavior Count validators. Either way you want the main aura search to apply a Set effect containing Apply Behavior effects for all shield buff options, each with the correct validator. You can also use a Switch effect instead of a Set to have an easy default to apply to all non-whitelisted units.
3) Copy from the Siege Tank to get the range to show up on units. The actor does draw from the Actor: Weapon field, but the one for the Photon Cannon (assuming you mean Photon Cannon Protect Range) is only active during placement. You could also use an ActorCreation->Create"Range" event on your Unit actor to make the indicator permanent (think HotS Tempest)
For the placement range you need to edit the placement model actor. Type "PlacementModel" in the search bar while in the Actors tab, in case you haven't noticed there's an actor called "Placement Model" which handles said visuals. You'll notice there's a dozen entries already, to handle turret ranges and some campaign upgrades.
5) The important part is that you set an effect location (usually Location+ or Target+) to Origin Point, then use that as the destination for the "target teleport". I don't know if setting this directly for the Target+ and Placement Around+ fields of the Teleport effect will work, but that's the first thing you should try.
5) You know the Value fields that select target/caster/etc. Above them is a field that ends with effect. This field allows you to refer to any previous effect in that branch iof the effect tree. You can then use that to refer to any previous target so you know the target point of set 1 and the target point of set 2. Make sure the sets only tqrget the points not the units. You then get the set 1 to be used to teleport the caster at the location of set 2 to while the target unit at the loaction of set 1 is teleported to the location of set 2.
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The teleport works !:D Thank you very much for your help guys, I just had set "Target unit/point" in the destination for the caster. "Target point" fixed the problem :).
3) Yeah I had duplicated the "photon canon protect range" :) Works with the Siege tank, thank you !:D
Small question: How do I set the death animation of one of my buildings ?
I copy-pasted my structure's models and actors from the gateway, but now when I set my graphics to medium or higher, the gateway exploding animation appeats when the structure dies ... how can I change that ?(Just a small blue protoss explosion would be fine)
Also : My placement model works perfectly fine for my warp prism in phase mode, but the placeholder model is too low on the ground ... How Can I change that ?
I tried in the Events+ of the placeholder actor "Actor creation ==> Set height" but it doesn't work :(
Gateway death: Combat: Death Effects + is the main controller, while Combat: Death Actor Model specifies an external actor to handle more complex setups (such as keeping texture swaps for the "Dark Protoss")
Placement model: Add a SiteOp (Local Offset) to the Placement/Placeholder Model actor. +Z direction is up.
1) I have workers with the interceptor model. Sadly, this model is not made for group selection (When I double-click on one worker, or when I select them all, only one is selected). I know the model is the problem, because when I change the "Art-Model" in the 'Model' tab, it fixes my issue. Anyone knows how to customize my model so I can group select it ? :(
2) For my workers, currently they harvest the ressource, then they have to go back and return the ressource to a building. I would like to create an upgrade called "ressource teleportation" that would enable them to "teleport" the resources without leaving the mineral they are working on. How can I do that ? A detailed explanation would be really appreciated, because I never workers with upgrades or researches.
3) I would like to make "researches" (like a dummy research) that would enable stuffs or units in other buildings. How do I do that, and what requirement should I use to require those reasearches ?
4) I have a cannon structure that can be upgraded (Morphs into a bigger and more powerfull canon). I would like to make an upgrade that adds +10 damage/attack to BOTH canons. How do I do that ? (Sorry I never did upgrades before)
5) A little additional question: I would like to change the Dark Pylon's texture by putting something else than the green color, so I followed the tutorial in DrSuperEvil's signature, but when I open my previewer, it doesn't look at all like in the tutorial. This is how it looks:
Does changing the Art: Model field of the Model object also fix it? This is the important part, if changing it on the Model object doesn't fix it the problem lies with the settings of the Model data object, which can be adjusted. If changing it on the Model object does fix it the 3D model itself is missing information which you either have to add with an external editor, or can possibly circumvent through clever substitution on the Model object, like adding shield visuals to non-Protoss units. I don't know how to do either of those, your best bet is going to those who make custom models for SC2.
For the bar, make sure the Bar Width+Height aren't 0, and the Distance and Offset probably shouldn't be either. There might be a few other things that block out health bars, is your unit tagged as Invulnerable or something?
Events+: ActorCreation->AnimGroupApply (find out name of animation group through Cutscene module and add here); For the Warp Prism the animation name is Work, it doesn't have a Walk Work animation, and Start/End are the morph animations. You also have to change the death model to the "open" version.
1) Yeah, changing the Art: Model field does fix it. So it's the 3D model itself the problem :( Who makes custom models for SC2 ?
2) I'll check that. No, my structures are not invulnerable.
3) Aaaaah it works for only about 10 seconds, then it goes back to transport mode !:( Also, how can I make it rotate ?(like a missile turret)
1) No idea. And just to be sure, did you change the Art: Model field on the Actor or the Model? Since the field has the same name for both objects, but refers to completely different things, I have no idea whether you actually tested what I suggested.
3) 10 seconds specifically or did something specific happen (move order, attack, construction, upgrade etc.)? If it's explicitely time-based make sure you are using AnimGroupApply and not AnimPlay. The stock Warp Prism uses a slightly different setup which you can also try: AnimBracketStart with a main entry of Work (the open/close statements they use are Work, Start/End, but since you want it to remain permanently phased you don't need morph/unmorph animations)
Either way make sure no other animation events are interfering. I don't know of any default AnimGroupApply instances on structures, but if you use AnimBracket be careful with default Attack animation events and the like.
To make it rotate go to the unit and add to the Weapons+ field. No weapon object, just the Turret Warp Prism Phasing Rotate.
@Photoloss: Go
1) Of the actor 3:
2) Nah nothing happened, it just transforms (in visual) to the transport mode visual :( I'll try the other solutions you gave me. For the rotation, I have a problem: I want 2 weapons on my structures ... If I make the Warp Prism Phasing Rotate, will it be seen in the UI ? Will the other weapons be hidden ?
1) Then go to the Models data tab and check it there.
2) Does it "transform" with the animation or just instantly change its appearance? If there's an animation, and you didn't code it into the AnimGroupApply (Work Start/End animation), check all other events including applicable macros, there might be one that forces the animation.
Thing is, I don't know anything that runs on an internal timer except animations themselves. Maybe they messed it up and the animation doesn't loop automatically.
An entry without a Weapon object shouldn't display anything in the UI, plus you can always change the order so the other weapons have priority over it.
It works for the Prism :D (Just forgot to put "work" under "animation properties" in events, just placed it in "apply") :)
Little problem tho: My unit is perfectly showing while building and once she is built, but the problem is the "placement model". How can I make it look like a warp prism in phase mode and not in transport mode ? There is no "events" part in the models to play the "work" property ?
For the other problem, I change the "art-model" of the model tab, and the other model i used (stargate) doesn'T work either D: I definitely messed something on my model ... any idea ?
• Lastly, I made a weapon for a structure. What do I have to modify to change where the weapon's projectile comes from (launch point)? (right now it shoots from the structure's bottom/feet). I need to precise that normally this units has no weapon (it's the warp prism in phase mode).
1) Check the Terran Bunker with campaign dependencies enabled. It uses a special Placement Model actor to add the Shrike Turret/fortification visuals. Basically you have to send the AnimGroupApply action to the placement model actor, either by editing said actor, adding an Event Macro, or possibly just writing PlacementModel (or whatever the name of the standard actor is) in the Target: line of the event on your Unit actor.
2) Copy the Model data object of something that doesn't have this problem (any standard unit/structure) and change the Art: Model field to what you want. Other than that I suggest you check the Art: Radius field as well as anything with "selection" in the name, if any of those fields are 0, -1 or the like that's probably your problem.
3) Combat: Launch Attachment Query + is the field you're looking for. Make sure the attachment you specify is actually present on the model you're using, the Warp Prism only has half a dozen ones on the center axis. Go to the Cutscene module and press "A" to see the attachment points, press "Shift-D" to bring up a data list which includes their names (you might have to double- or even triple-click an attachment point for it to be marked in the list)
@Photoloss: Go
Where is the "Launch Attachment Query +" field ? I looked for it and I didn't find it. Right now I'm using a launch effect, which throws a missile at deals the damage effect upon impact. I placed this effect in my weapon, and made a model and an actor for my missile. Do I have to add something else, what and how ?
It's on the Action type actor, the main "attack handler". Tbh I didn't know missile actors even show up without an Action actor. You must set the Missile actor in the Art: Missile field of the Action actor for it to work, look at (or copy from) existing weapons, the Photon Cannon would be a good example.
Also make sure the Art: Beam field has not set itself to something since a missile and beam art at once breaks it..
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1)Thanks a lot guys, It works perfectly now for the launch and impact location :) Could you be a little bit more precise concerning the placement model to be the warp prism in phase mode ? I tried looking what you said, but I don'T know what to put in the events. Could you tell me an A-B-C... instruction on how to do it plz ?:)
2) Another problem (one more :D): I want to make a "Shield generator". This unit will have a toggleable ability of type apply behaviour (with a search area) that would give shield to the surrounding structures (I know how to do that, it's ok). Now, my little problem is that I don't want all my units to have the same amount of shield. How can I make so units X gains 100 shield and units Y gain 150 shield ?
3) Also, how do I make a range appear when I click my structure with a weapon ?
4) Also (again), I made a "morph" ability for a structure, so it transforms into another structure. The 2 structures are the same, (except stats), except the second one is slightly bigger than the first one (art scale 1.15 instead of 1). The problem is that when I "morph", it stays the same size. If I placed the 2 units with the editor, the second one is bigger ... What did I do wrong ?
5) I made a "position swap" ability, which exchanges the caster's and target unit's position. I made an effect-target ability, with a set effect that applies a teleport to the caster and to the target unit. Both teleport works perfectly if they are used alone (caster is teleported and/or target unit is teleported). The problem is that when I combine both in the "set" effect, If i put the target unit's teleport first, the unit will be teleported, then the caster will be teleported to the target unit's point: himself, which makes the second teleport fail. If I put the caster's teleport first, he will be teleported to the target unit's position, but then when the second teleport is applied (to the target unit), she is teleported to the caster's position: herself (because he just teleported). Any ideas on how I could fix this ? :/
I know I said it earlier, but thank you very much for helping me guys, you are my light in the darkness of the Galaxy Editor, particularly you, Photoloss.
1) You set the actor to represent the placeholder model in the Art: Placement Model field on the Unit actor. You might also need Art: Placeholder Actor Model, which I assume is the shematic left behind after you place something but before the worker can begin construction. Then you open up these Placement and Placeholder model actors, and for your purposes adding the same AnimGroupApply event as for the Unit actor should work.
Before you try that you could also try copying the AnimGroupApply event in your Unit actor and writing PlacementModel or PlaceholderModel in the Target: line of the event action. Thing is, I don't know the correct triggers, or if the Unit actor has even been created at the time the placement model appears.
2) Brute force approach is to have 1 buff for each amount of shield points (or a single "smallest increment" buff which you stack), then use validators for dummy buffs or unit type lists to apply the correct one. There might be a smarter way.
3) Range type actor. Must be aligned to a specific weapon to draw the value from it, or if there are no range (de)buffs you can also specify a flat range and reuse the actor for multiple units (good for TD maps, bad for heroes and standard gameplay). The Siege Tank uses SelectionLocalUpdate events as the triggers, copy from that. Placement ranges are created by the PlacementModel actor, you should notice these while checking said actors for problem 1)
4) Have you added morph events to the Unit actors? Easiest setup is a MorphFrom"Current Unit"->Destroy and a MorphTo"CurrentUnit"->Create event added to every unit. Both should use AbilMorph.*.Start/Finish as the trigger, the MorphTo/From are the Terms. The exact trigger you use depends on what you do for the actual morphing phase.
5) I think it should work if you teleport the caster first, then teleport the target to Origin Point. If it doesn't replace the Set with a Persistent effect and draw the locations from there. I can guarantee that a Persistent directed at Origin Point will work.
@MacSC2: Go
2) Use a Unit Compare Field validator to check for the unit attribute flags if that is how you want to segregate the amounts added. Have the search of your shield adding aura use a Set effect that applies all the buffs but the Apply Behavior effect is validated.
4) Just use a Set Scale event action on morph start.
5) Apply a Set at the target point that uses a second set at the caster point. The set at the caster point uses both teleports and uses the effect field above the value to reference the correct set effect to use as a frame of reference for choosing the target.
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Wowow Ok.
1) Tried to copy the animgroupapply and to set the target to my placement model, but it didn't work :/ I don't know how I can do what you say photoloss, since a MODEL is required in the "Model (placement" field, and not an actor ?
2) For the shield generator, I don't want the search area to filter flags, but the TYPE of unit. Let's say I have unit (they are structures) A, B, C, D and E, they all have the same units flags. I want unit A to have 25 shield, unit B to have 50 Shield, unit C to have 40 shield, unit D to have 60 shield and unit E to have 100 shield. How can I do that ? the only solution I can think of is to make a set effect with 5 search effects for each structure ? Also, which type of validator do I have to create to make sure only the unit I want receives the behavior ?
3) For my range visual when I click my turret, I changed the weapon of the Photon canon range actor, and it doesn't show anything ... I don't see anything to change in the "Events+" field. Do I have something else to do ? Also if I want the range to be showed with the "placement model", what do I have to do ?
4) Got the morph ability to work, found a sexy combined solution with both of your explanations :D (thanks guys).
5) Photoloss: If I put the "caster's" teleport before, it's just that now the caster will be teleported to the target unit, and the target unit won't teleport. It just changes which unit can teleport or not when I swap them. And how can I place my effects in a "create persistent" effect ? One teleport will be used before the other again, and the same problem comes back.
DrSuperEvil: I placed my "set" effect with the caster's teleport first in another "set" effect, and it doesn't solve the problem. I didn'T understand the last part of your paragraph, could you explain me again with a little bit more details (Sorry, english is not my native language)?
1) There are 2 fields, the one you mean is called Art: Model (Placement), there's another one called Art: Placement Model which denotes the Actor that controls the placement model (which, by default, inherits its Model from the Model (Placement) field of the unit)
2) Unit Type Validators, if you need to apply the same effect to multiple unit types you can use a Combine - Or validator filled with the individual Unit Type ones, which essentially is a whitelist. If there are many more unit types than different shield values give them a dummy buff and check for those with Unit Compare Behavior Count validators. Either way you want the main aura search to apply a Set effect containing Apply Behavior effects for all shield buff options, each with the correct validator. You can also use a Switch effect instead of a Set to have an easy default to apply to all non-whitelisted units.
3) Copy from the Siege Tank to get the range to show up on units. The actor does draw from the Actor: Weapon field, but the one for the Photon Cannon (assuming you mean Photon Cannon Protect Range) is only active during placement. You could also use an ActorCreation->Create"Range" event on your Unit actor to make the indicator permanent (think HotS Tempest)
For the placement range you need to edit the placement model actor. Type "PlacementModel" in the search bar while in the Actors tab, in case you haven't noticed there's an actor called "Placement Model" which handles said visuals. You'll notice there's a dozen entries already, to handle turret ranges and some campaign upgrades.
5) The important part is that you set an effect location (usually Location+ or Target+) to Origin Point, then use that as the destination for the "target teleport". I don't know if setting this directly for the Target+ and Placement Around+ fields of the Teleport effect will work, but that's the first thing you should try.
@MacSC2: Go
2) Unit Type or Unit Compare Field.
5) You know the Value fields that select target/caster/etc. Above them is a field that ends with effect. This field allows you to refer to any previous effect in that branch iof the effect tree. You can then use that to refer to any previous target so you know the target point of set 1 and the target point of set 2. Make sure the sets only tqrget the points not the units. You then get the set 1 to be used to teleport the caster at the location of set 2 to while the target unit at the loaction of set 1 is teleported to the location of set 2.
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 teleport works !:D Thank you very much for your help guys, I just had set "Target unit/point" in the destination for the caster. "Target point" fixed the problem :).
3) Yeah I had duplicated the "photon canon protect range" :) Works with the Siege tank, thank you !:D
Didn't had time to check the rest ...
Small question: How do I set the death animation of one of my buildings ?
I copy-pasted my structure's models and actors from the gateway, but now when I set my graphics to medium or higher, the gateway exploding animation appeats when the structure dies ... how can I change that ?(Just a small blue protoss explosion would be fine)
Also : My placement model works perfectly fine for my warp prism in phase mode, but the placeholder model is too low on the ground ... How Can I change that ? I tried in the Events+ of the placeholder actor "Actor creation ==> Set height" but it doesn't work :(
Gateway death: Combat: Death Effects + is the main controller, while Combat: Death Actor Model specifies an external actor to handle more complex setups (such as keeping texture swaps for the "Dark Protoss")
Placement model: Add a SiteOp (Local Offset) to the Placement/Placeholder Model actor. +Z direction is up.
Moar questions !
1) I have workers with the interceptor model. Sadly, this model is not made for group selection (When I double-click on one worker, or when I select them all, only one is selected). I know the model is the problem, because when I change the "Art-Model" in the 'Model' tab, it fixes my issue. Anyone knows how to customize my model so I can group select it ? :(
2) For my workers, currently they harvest the ressource, then they have to go back and return the ressource to a building. I would like to create an upgrade called "ressource teleportation" that would enable them to "teleport" the resources without leaving the mineral they are working on. How can I do that ? A detailed explanation would be really appreciated, because I never workers with upgrades or researches.
3) I would like to make "researches" (like a dummy research) that would enable stuffs or units in other buildings. How do I do that, and what requirement should I use to require those reasearches ?
4) I have a cannon structure that can be upgraded (Morphs into a bigger and more powerfull canon). I would like to make an upgrade that adds +10 damage/attack to BOTH canons. How do I do that ? (Sorry I never did upgrades before)
5) A little additional question: I would like to change the Dark Pylon's texture by putting something else than the green color, so I followed the tutorial in DrSuperEvil's signature, but when I open my previewer, it doesn't look at all like in the tutorial. This is how it looks:
http://imgur.com/vqXfRgU
I Can't find the textures folder :( Anyone knows what I miss ?