I'm having trouble getting a weapon object to link to my lurker unit. The icons won't link properly either. I've copied the actors, weapon, and unit directly from the lurker campaign lurker unit and changed the weapon field in the unit data to the copied version but its not working properly and idk wtf is going on.
Unless you copied and altered each actor individually you are likely having problems with some obscure field like a target field of events referring to an original actor and not the dupe.
Lurker weapon is pretty high grade data editing using some funky SOps to move the model via the origin attachment point to the impact location of the persistent effect. Even increasing the space between the persistent offsets breaks it if the distance is too great.
The Lurker Attack Spikes model can give issues with duped stuff.
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Okay, I've noticed a large number of source fields from the actor events are simply marked with an * which apparently stands for 'any' so most of the source fields are set to 'any' in my unit actor events. Would setting them all to my units name fix the issue?
Edit: I haven't tried to change the range of the attack... yet...
Was gonna do the step by step for you, but I couldn't get the spike Actors to work. I attached what I got done. Everything is editable, but for some reason the spike actors just don't want to work. I named the new Lurker "Maleeka", and all data work was renamed accordingly.
EDIT: Nvm got it to work, I messed up on one field in an event. Below will have the step by step guide.
Step by step copy pasting of lurker| Liberty (Campaign):
First thing you have to do is remake the burrowing ability. (be sure everything u copy paste have Unique IDs)
1) Copy paste both units (Lurker and Lurker (Burrowed)) I renamed these Maleeka and Maleeka (Burrowed).
2) Copy Paste the Abilities Lurker - Burrow and Lurker - Unburrow. I renamed these Maleeka - Burrow and Maleeka - Unburrow
Set the Maleeka - Burrow ability's' Ability: Info's Unit field to the new Maleeka (Burrowed), and set the Maleeka - Unburrow ability's Ability: Info's Unit field to the new Maleeka.
3) Now go back to the copied Units and set their Command Card and Ability to the new burrow ability.
Now to copy paste the weapon
4) Copy paste the Weapon Luker - Spines, I'll rename it to Maleeka - Spikes and suggest ID.
Reset the Cost: Cost and Effect: Marker to their default values by right clicking. (this is useful for some automatic linking)
Set the Period (weapon speed) or Range to values you want them to be.
5) Copy paste the corresponding Weapon Effects which are named Lurker, Lurker E, Lurker Extended and Lurker U, I'll rename each to Maleeka Weapon (Persistent), Maleeka Weapon (Search), Maleeka Weapon (Extended) and Maleeka Weapon (Damage) respectively and suggest IDs for all.
In the Maleeka Weapon (Persistent) put the Maleeka Weapon (Search) in the Effect: Periodic Effects field.
In the Maleeka Weapon (Search) put the Maleeka Weapon (Persistent) and Maleeka Weapon (Extended) in Indexes 0 and 1 of the Search: Include fields, and be sure that the Value field has "Target" selected. Then in the Search: Areas field put the Maleeka Weapon (Damage)
Finally, In the Maleeka Weapon (Extended) Effect put Maleeka Weapon (Search) in the Effect: Period Effects field
In the (Damage) Effect you can change the Amount, etc. to values you want.
Note: we do not copy paste the validators, because we are simply reusing them and we dont need the values changed.
Reset the Combat: Marker to its Parent Value for all effects by right clicking them (this is because they are still being linked with the old effects).
6) Now go back to the Weapon, Maleeka - Spikes
Set the Effect field to Maleeka Weapon (Persistent) and UI: Damage Display Effect field (this is which effect data is displayed in the unit UI in-game) to Maleeka Weapon (Damage).
7) Go to Actors and search "Lurker Attack" and copy paste actors named Lurker Attack Spike, Lurker Attack Spikes, LurkerAttackSpikes6 and LurkerAttackSpikes9 and rename them, I named them Maleeka Attack .........
Go in the Actor: Events for each, and begin linking. Change all Lurker U to Maleeka Weapon (Damage), all Lurker E to Maleeka Weapon (Search), all Lurker to Maleeka Weapon (Persistent) and all Lurker - Extended to Maleeka Weapon (Extended) and set sub names to the same they were before. (this will get monotonous, there are shortcuts but if you don't know what you're doing, best to do it the long way, or you might forget something (like me)).
8) Now copy paste the "Lurker Attack Spike Sound".(rename)
Go in Actor: Events and change Lurker E to Maleeka Weapon (Search) and sub type to Start.
9) Finally, copy paste the Lurker Unit Actor named "Lurker" and rename.
Go to the bottom and change the Unit Name to Maleeka, then go in Events and where you see Lurker change to Maleeka and where you see Lurker (Burrowed) change to Maleeka (Burrowed)
10) Link the Weapon to your Units in the Combat: Weapon field then you should be good to go.
Map file attached below, complete with both Maleeka and original Lurker controlled by player 1 and nearby Marines and Zerglings controlled by hostile player.
I'm still trying to get it to work lol. Right now the burrow ability is not causing the unburrowed lurker unit to do anything. The copied ability is linked to the correct unit. I'm checking the actor but I'm not exactly sure what I'm looking for.
You have the burrow skill is linked to the unburrow unit and the unburrow skill is linked to the burrow unit, so when you try to burrow it will try to morph with the unburrowed unit which causes it to do nothing.
So i have to have the burrow skill linked to the burrowed unit? That seems counter intuitive. Giving a burrow skill to a burrowed unit when its already burrowed makes no sense to me.
I relinked the abilities so the burrow ability is linked to the burrowed unit. I guess the unit you link the ability to is what it morphs into when you use it? I also linked the unburrow ability to the unburrowed unit. The morphing seems to work fine now but I notice it doesn't have a burrow splat when it burrows. How do I add that back.
I'm still trying to link the weapon too lol. I'm confused about step 4 and 5 where I have to reset the values. In step 4, when I right click on the Cost: Cost and Effect: Marker fields I see an option to 'Reset to Parent Value' with a drop box that has either a 'CWeaponLegacy' or 'CWeapon' option. Do I select one of those? In step 5, where do I find the Combat: Marker field? Do you mean Target: Marker? Is there one of these for each effect?
This thread has been extremely helpful btw. The Lurker is almost functioning the way I want it. I've just been lazy about working on stuff.
Edit: @DrSuperEvil: Go Lol, derp. Now I get it. For some reason I didn't understand your reply the first time I read it.
Yeah, reset to parent value to CWeaponLegacy, either wouldn't matter tho, and yes theres a Target: Marker for each effect, but these wouldn't cause the weapon to not work. Atleast, I don't think.
Everything is working now except the weapon tooltip when the lurker is unburrowed and the spine attack animation. The attack animation seems to have disappeared all together. Oh and the burrow splat.
Nothing appears to be wrong but I'm not sure what it's supposed to look like. It seems to be set up almost the same way as the default one. What is a hosting field?
I'm having trouble getting a weapon object to link to my lurker unit. The icons won't link properly either. I've copied the actors, weapon, and unit directly from the lurker campaign lurker unit and changed the weapon field in the unit data to the copied version but its not working properly and idk wtf is going on.
Unless you copied and altered each actor individually you are likely having problems with some obscure field like a target field of events referring to an original actor and not the dupe.
Lurker weapon is pretty high grade data editing using some funky SOps to move the model via the origin attachment point to the impact location of the persistent effect. Even increasing the space between the persistent offsets breaks it if the distance is too great.
The Lurker Attack Spikes model can give issues with duped stuff.
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
Okay, I've noticed a large number of source fields from the actor events are simply marked with an * which apparently stands for 'any' so most of the source fields are set to 'any' in my unit actor events. Would setting them all to my units name fix the issue?
Edit: I haven't tried to change the range of the attack... yet...
A lot of the events like the creation of shadows are generic and designed for any unit.
Check the lurker weapon associated actors and check the events if they have a * in the original then you are fine.
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
Was gonna do the step by step for you, but I couldn't get the spike Actors to work. I attached what I got done. Everything is editable, but for some reason the spike actors just don't want to work. I named the new Lurker "Maleeka", and all data work was renamed accordingly.
EDIT: Nvm got it to work, I messed up on one field in an event. Below will have the step by step guide.
Step by step copy pasting of lurker| Liberty (Campaign):
First thing you have to do is remake the burrowing ability. (be sure everything u copy paste have Unique IDs)
1) Copy paste both units (Lurker and Lurker (Burrowed)) I renamed these Maleeka and Maleeka (Burrowed).
2) Copy Paste the Abilities Lurker - Burrow and Lurker - Unburrow. I renamed these Maleeka - Burrow and Maleeka - Unburrow
3) Now go back to the copied Units and set their Command Card and Ability to the new burrow ability.
Now to copy paste the weapon
4) Copy paste the Weapon Luker - Spines, I'll rename it to Maleeka - Spikes and suggest ID.
5) Copy paste the corresponding Weapon Effects which are named Lurker, Lurker E, Lurker Extended and Lurker U, I'll rename each to Maleeka Weapon (Persistent), Maleeka Weapon (Search), Maleeka Weapon (Extended) and Maleeka Weapon (Damage) respectively and suggest IDs for all.
6) Now go back to the Weapon, Maleeka - Spikes
7) Go to Actors and search "Lurker Attack" and copy paste actors named Lurker Attack Spike, Lurker Attack Spikes, LurkerAttackSpikes6 and LurkerAttackSpikes9 and rename them, I named them Maleeka Attack .........
8) Now copy paste the "Lurker Attack Spike Sound".(rename)
9) Finally, copy paste the Lurker Unit Actor named "Lurker" and rename.
10) Link the Weapon to your Units in the Combat: Weapon field then you should be good to go.
Map file attached below, complete with both Maleeka and original Lurker controlled by player 1 and nearby Marines and Zerglings controlled by hostile player.
So solved?
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
I'm still trying to get it to work lol. Right now the burrow ability is not causing the unburrowed lurker unit to do anything. The copied ability is linked to the correct unit. I'm checking the actor but I'm not exactly sure what I'm looking for.
I can't tell what is wrong from the events. Maybe someone can tell me where the problem is. I always get completely overwhelmed by actors.
Edit: I tried comparing the default lurker events with mine but I might as well be trying to stare through a brick wall.
You have the burrow skill is linked to the unburrow unit and the unburrow skill is linked to the burrow unit, so when you try to burrow it will try to morph with the unburrowed unit which causes it to do nothing.
So i have to have the burrow skill linked to the burrowed unit? That seems counter intuitive. Giving a burrow skill to a burrowed unit when its already burrowed makes no sense to me.
@EntityEnigma: Go
Morph abilities change one unit into another you are changing the unburrowed unit into a burrowed unit when it uses burrow.
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
I relinked the abilities so the burrow ability is linked to the burrowed unit. I guess the unit you link the ability to is what it morphs into when you use it? I also linked the unburrow ability to the unburrowed unit. The morphing seems to work fine now but I notice it doesn't have a burrow splat when it burrows. How do I add that back.
I'm still trying to link the weapon too lol. I'm confused about step 4 and 5 where I have to reset the values. In step 4, when I right click on the Cost: Cost and Effect: Marker fields I see an option to 'Reset to Parent Value' with a drop box that has either a 'CWeaponLegacy' or 'CWeapon' option. Do I select one of those? In step 5, where do I find the Combat: Marker field? Do you mean Target: Marker? Is there one of these for each effect?
This thread has been extremely helpful btw. The Lurker is almost functioning the way I want it. I've just been lazy about working on stuff.
Edit: @DrSuperEvil: Go Lol, derp. Now I get it. For some reason I didn't understand your reply the first time I read it.
Yeah, reset to parent value to CWeaponLegacy, either wouldn't matter tho, and yes theres a Target: Marker for each effect, but these wouldn't cause the weapon to not work. Atleast, I don't think.
Everything is working now except the weapon tooltip when the lurker is unburrowed and the spine attack animation. The attack animation seems to have disappeared all together. Oh and the burrow splat.
Check the Model type actor for the spikes is referring to the right effects.
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
How do I know if it's referring to the right effect or not? Which fields in the events should I be looking at? Need a bit more specific information.
Any event using the Effect event to trigger anything. Also check any hosting fields referring to effects.
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
Nothing appears to be wrong but I'm not sure what it's supposed to look like. It seems to be set up almost the same way as the default one. What is a hosting field?
Under the properties for hosting attachments and the supporter actor there are fields where you can link and effect to determine which actor.
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