I'm trying to modify spider mines so that they are flying units. I still want them to "burrow" in the air, so it's like they're arming themselves. I also have them default to Hostile when spawned (which is why I need them to arm themselves.) For some reason though they just sit there as if the order to burrow never happens. I made sure to modify the order and remove the Ground requirement, but I can't figure out what I'm doing wrong. Any suggestions?
The actor events for the new mines are exactly the same as the default. In fact, I'm using the same actors and units, just modified. No duplication used.
I don't just want the animation though. I want the unit to execute the morph like the default spider mine, turning it into a "spider mine (burrowed)" unit. But for some reason this morph command simply doesn't work.
So unless i'm reading what you want wrong, wouldn't it be easier to just to change the UI - Height for the spider mine unit to something like 1-2 and just leave them as ground units?
No, then they'd collide with ground units and terrain. I decided to simply forget about the morph order completely. They make fine mines floating around in the sky without "arming" themselves.
I'm trying to modify spider mines so that they are flying units. I still want them to "burrow" in the air, so it's like they're arming themselves. I also have them default to Hostile when spawned (which is why I need them to arm themselves.) For some reason though they just sit there as if the order to burrow never happens. I made sure to modify the order and remove the Ground requirement, but I can't figure out what I'm doing wrong. Any suggestions?
Check the actor for the unit You probably need to use the Animation Play action under actor events to force them to constantly burrow.
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@DrSuperEvil: Go
The actor events for the new mines are exactly the same as the default. In fact, I'm using the same actors and units, just modified. No duplication used.
Well you can get them to play the burrow animation under the exact conditions you want it to.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I don't just want the animation though. I want the unit to execute the morph like the default spider mine, turning it into a "spider mine (burrowed)" unit. But for some reason this morph command simply doesn't work.
You using an Issue Order effect?
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Yes, same as the default one for the spider mines.
@BasharTeg: Go
Any requirement for the burrow behavior? Such as a ground required flag? Whats the difference between original and the new one? What did you modified?
Solved! The problem was that I was defaulting control of the mines to Hostile. Apparently Hostile can't burrow spider mines? Not sure why.
Anyways, I changed it back to the default Player Origin and the mines burrow as they should.
So altering the Effect - Player - Value of the Issue Order effect did nothing?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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No, altering Effect - Player - Value is what broke the effect. I had to keep it as Player Origin, which is the default.
Of course, now there's another interesting problem: The spider mines now continuously burrow and unburrow. Forever. So strange...
So unless i'm reading what you want wrong, wouldn't it be easier to just to change the UI - Height for the spider mine unit to something like 1-2 and just leave them as ground units?
No, then they'd collide with ground units and terrain. I decided to simply forget about the morph order completely. They make fine mines floating around in the sky without "arming" themselves.
That just gave me an interesting idea, I'm going to make mines that burrow underground but can attack move to air or ground. TY Bashar.
you could have raised the thigh and change the collide with about 4 clicks and you would have your product