I'm entirely new to creating a map in the Galaxy Editor. I want to create a map that would look like some Final Fantasy map in the first Starcraft (with the Sephiroth song looping in the background), but featuring Pokemons instead. It would have been relatively simple, if only the editor wasn't that complicated.
So, the main thing I need to do is to create custom units. There will be lot of them, I'm sure of it, I can't just modify the default units. Thus, I tried to start from the beginning: make a Bulbasaur. I want it to have the look of a Baneling and have it use a Hydralisk-like ranged attack. I tried following a tutorial found somewhere on this website, but when I tested the map, the attack would not do anything. The units (two bulbasaurs in enemy teams) would just face each others if they were in range and nothing more would happen.
I tried multiple things to make that work, but nothing would change. Might you have an idea of what is preventing them from attacking?
You mentioned the Hydra ranged attack. So I am guessing it will shoot an actual missile. Does your launch missile effecte actually have a Unit of type Projectile to shoot? Do you have an Attack actor properly setup to call up the launch missile and the impact effect? Those are usually and most likely what is causing your problem, either one or both together. That would be your best bet to start looking.
Yeah, I guess that could be the reason. But, being new at editing, I have absolutely no idea if I've done it correctly. I've indeed added an actor for the attack, seems like it's linked correctly, but there's still nothing that happens. As for the launch missile to have a unit to shoot.... I tried looking for something like that, but I am unable to find anything.
The best thing you can do is check each part of your weapon's effect tree systematically by replacing each effect with a working counterpart from the existing sc2 units like the launch missile with a marauders. If the weapon then works, you then know where to look.
Are the weapon filters set correctly that it can target the unit? If not the attack ability will make them look it the unit without attacking.
The missile unit has a mover?
The events of the actors are linked to the correct units?
The Effect - Impact Effect of the launch missile effect is set to your dmg effect?
On a side note, read the guide under tutorials on how to make an uberlisk since adding two leviathan tentacles (or the unused roach ones) coming out the side and a char flower on its back would make it look more pokemon like.
I think I'll just follow that uberlisk tutorial. I feel like it will be much more complete than the previous tutorial I used. I'll edit if I still face problems.
Okay, I followed it, worked much better than the first attempt, and it goes closer to what I wished to do at first. I still have problems with it thought. I tried posting the question on the tutorial, but it seems no one answers the questions on the tutorial anymore, so I guess I'll have to ask it here.
So, just like the tutorial, I've attached some Tentacles (Spine Crawler thingy, I think) to my Baneling. They show up correctly on my Baneling, they do damage like I want it, but there is one problem. The tentacles doesn't stretch to the target. Also, the unit doesn't produce any sound, from both the tentacle attacks and from death. Any idea what might be the causes?
To get tentacles to stretch you need to launch them like a missile and have several tempramental actor event, if the Uberlisk tutorial still has you stumped try searching the forums since it has been raised and answered several times.
Also I thought you wanted your bulbasaur to use a projectile attack (like bullet seed).
Why spine crawlers and not leviathan tentacles or the roach one?
Well, at first, I didn't know that we could attach spine crawlers to a unit, and I haven't seen the leviathan at all. I more of wanted to do a vine whip attack, but I couldn't really think of any projectile that looked like it.
Anyway, for now, I want to fix what I'm so close of finishing. I already have all the actors, missiles and stuff mentionned in the tutorial, I just don't know what might have gone wrong. Even trying to go compare the tutorial or even its map file and what I've done, I am unable to find the error.
You can attach any actor onto any other actor is it has a hardpoint. You can even attach attachments onto other attachments.
The leviathan is seen in the last 2 missions of the campaign. It is a giant air zerg with 4 tentacles able to attack independent targets and has 4 attached tentacles without a base like the spine crawler.
For changing the way a projectile attacks you need to alter the mover for it. For movers look at the [Data] Customized Movers (Advanced Difficulty) tutorial.
The roach tentacle is an extra content model from a drag ability the roaches were intended to have but was removed which I thought might suit your interests from a visual perspective.
As for fixing your problem I advise you look at the spine crawler/leviathan unit with associated attack effects and its actors since you often can learn by comparison and immitation.
Hello mappers.
I'm entirely new to creating a map in the Galaxy Editor. I want to create a map that would look like some Final Fantasy map in the first Starcraft (with the Sephiroth song looping in the background), but featuring Pokemons instead. It would have been relatively simple, if only the editor wasn't that complicated.
So, the main thing I need to do is to create custom units. There will be lot of them, I'm sure of it, I can't just modify the default units. Thus, I tried to start from the beginning: make a Bulbasaur. I want it to have the look of a Baneling and have it use a Hydralisk-like ranged attack. I tried following a tutorial found somewhere on this website, but when I tested the map, the attack would not do anything. The units (two bulbasaurs in enemy teams) would just face each others if they were in range and nothing more would happen.
I tried multiple things to make that work, but nothing would change. Might you have an idea of what is preventing them from attacking?
@Daikoru: Go
You mentioned the Hydra ranged attack. So I am guessing it will shoot an actual missile. Does your launch missile effecte actually have a Unit of type Projectile to shoot? Do you have an Attack actor properly setup to call up the launch missile and the impact effect? Those are usually and most likely what is causing your problem, either one or both together. That would be your best bet to start looking.
Yeah, I guess that could be the reason. But, being new at editing, I have absolutely no idea if I've done it correctly. I've indeed added an actor for the attack, seems like it's linked correctly, but there's still nothing that happens. As for the launch missile to have a unit to shoot.... I tried looking for something like that, but I am unable to find anything.
The best thing you can do is check each part of your weapon's effect tree systematically by replacing each effect with a working counterpart from the existing sc2 units like the launch missile with a marauders. If the weapon then works, you then know where to look.
Are the weapon filters set correctly that it can target the unit? If not the attack ability will make them look it the unit without attacking.
The missile unit has a mover?
The events of the actors are linked to the correct units?
The Effect - Impact Effect of the launch missile effect is set to your dmg effect?
On a side note, read the guide under tutorials on how to make an uberlisk since adding two leviathan tentacles (or the unused roach ones) coming out the side and a char flower on its back would make it look more pokemon like.
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 think I'll just follow that uberlisk tutorial. I feel like it will be much more complete than the previous tutorial I used. I'll edit if I still face problems.
Okay, I followed it, worked much better than the first attempt, and it goes closer to what I wished to do at first. I still have problems with it thought. I tried posting the question on the tutorial, but it seems no one answers the questions on the tutorial anymore, so I guess I'll have to ask it here.
So, just like the tutorial, I've attached some Tentacles (Spine Crawler thingy, I think) to my Baneling. They show up correctly on my Baneling, they do damage like I want it, but there is one problem. The tentacles doesn't stretch to the target. Also, the unit doesn't produce any sound, from both the tentacle attacks and from death. Any idea what might be the causes?
To get tentacles to stretch you need to launch them like a missile and have several tempramental actor event, if the Uberlisk tutorial still has you stumped try searching the forums since it has been raised and answered several times.
Also I thought you wanted your bulbasaur to use a projectile attack (like bullet seed).
Why spine crawlers and not leviathan tentacles or the roach one?
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
Well, at first, I didn't know that we could attach spine crawlers to a unit, and I haven't seen the leviathan at all. I more of wanted to do a vine whip attack, but I couldn't really think of any projectile that looked like it.
Anyway, for now, I want to fix what I'm so close of finishing. I already have all the actors, missiles and stuff mentionned in the tutorial, I just don't know what might have gone wrong. Even trying to go compare the tutorial or even its map file and what I've done, I am unable to find the error.
You can attach any actor onto any other actor is it has a hardpoint. You can even attach attachments onto other attachments.
The leviathan is seen in the last 2 missions of the campaign. It is a giant air zerg with 4 tentacles able to attack independent targets and has 4 attached tentacles without a base like the spine crawler.
For changing the way a projectile attacks you need to alter the mover for it. For movers look at the [Data] Customized Movers (Advanced Difficulty) tutorial.
The roach tentacle is an extra content model from a drag ability the roaches were intended to have but was removed which I thought might suit your interests from a visual perspective.
As for fixing your problem I advise you look at the spine crawler/leviathan unit with associated attack effects and its actors since you often can learn by comparison and immitation.
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