I've created a map and recently discovered the 'Rally Unit' field related to the Spawn Unit effect. Essentially, I have a very basic data tree that leads to a Spawn Unit effect that spawns six drones from an egg. Ideally, the egg would behave just like the larva eggs, but cannot be created in the same way. This is where I noticed the Rally Unit field- and I have it recognizing what I mean correctly, but for whatever reason 'Rally Unit' teleports the Drones to the end of the Rally Point if it's a direct path. They don't need to walk. Also, the Select Unit field doesn't seem to work at all. Both of these fields have descriptions that suggest they would do precisely what I need, but don't actually.
Am I doing something incorrectly, or are these fields bugged?
I am also in the same sinking ship. I try to make it spawn at the caster then rally to the caster's rally point, and it instead just spawns at the rally point.
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Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
Yes, I actually found a topic where you suggested that while I was searching for any souls with the same issue. It's a very lengthy workaround with a large amount of validators, if I remember correctly. Not ideal. Especially not for rallying workers. I've already gotten a workaround implemented where I morph the unit creator into a different unit which then trains the units being created, but at this point I'd really just want awareness for other users, and Blizzard, that these two features do not work as how they were likely intended.
Well blizzard obviously managed to get it to work properly with their Swarm Hosts, so I'd just sort of like to replicate that in a more efficient manner? theirs does missile effects and spawn animations and all of that stuffs
starting to think it's bugged, and the unit rally field overwrites the target location field
EDIT:
Totally finally found it out (I think), so the rally field just takes the rally instructions of the designated unit, and applies it to the rally ability of the spawned unit, so if the spawned unit does not have a rally instruction, it's used instead as a replacement for the location offset.
However, if the spawned unit has the rally ability, it will be spawned at the regular offset, then issue a rally order to the target point, though I'm not sure, but it does appear to be super bugged.
When taking the swarm host spawn ability, and just giving it to a unit (say zergling), and giving said zergling a rally ability, it will spawn the "swarm eggs" at the rally point.
Seems to only work properly when used with swarm hosts for some reason :S
Just in case anyone needs help with this problem for the swarm host in particular, or in case anyone has a more detailed answer on the problem.
I right click copied all the info from the multiplayer burrowed version of the swarm host to the campaign swarm host and the spawn locust ability stopped spawning at the rally point. Hell if I know why, removing buried and cloaked didn't break functionality as well so I don't know the exact issue.
But now I've got spawn locusts that works properly for all the campaign rooted swarm hosts and their abilities.
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I've created a map and recently discovered the 'Rally Unit' field related to the Spawn Unit effect. Essentially, I have a very basic data tree that leads to a Spawn Unit effect that spawns six drones from an egg. Ideally, the egg would behave just like the larva eggs, but cannot be created in the same way. This is where I noticed the Rally Unit field- and I have it recognizing what I mean correctly, but for whatever reason 'Rally Unit' teleports the Drones to the end of the Rally Point if it's a direct path. They don't need to walk. Also, the Select Unit field doesn't seem to work at all. Both of these fields have descriptions that suggest they would do precisely what I need, but don't actually.
Am I doing something incorrectly, or are these fields bugged?
@Zetal: Go
I am also in the same sinking ship. I try to make it spawn at the caster then rally to the caster's rally point, and it instead just spawns at the rally point.
Could always use a Create Persistent effect that uses an Issue Order to tell them to move to the target.
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
Yes, I actually found a topic where you suggested that while I was searching for any souls with the same issue. It's a very lengthy workaround with a large amount of validators, if I remember correctly. Not ideal. Especially not for rallying workers. I've already gotten a workaround implemented where I morph the unit creator into a different unit which then trains the units being created, but at this point I'd really just want awareness for other users, and Blizzard, that these two features do not work as how they were likely intended.
@Zetal: Go
Well blizzard obviously managed to get it to work properly with their Swarm Hosts, so I'd just sort of like to replicate that in a more efficient manner? theirs does missile effects and spawn animations and all of that stuffs
starting to think it's bugged, and the unit rally field overwrites the target location field
EDIT:
Totally finally found it out (I think), so the rally field just takes the rally instructions of the designated unit, and applies it to the rally ability of the spawned unit, so if the spawned unit does not have a rally instruction, it's used instead as a replacement for the location offset.
However, if the spawned unit has the rally ability, it will be spawned at the regular offset, then issue a rally order to the target point, though I'm not sure, but it does appear to be super bugged.
When taking the swarm host spawn ability, and just giving it to a unit (say zergling), and giving said zergling a rally ability, it will spawn the "swarm eggs" at the rally point.
Seems to only work properly when used with swarm hosts for some reason :S
Just in case anyone needs help with this problem for the swarm host in particular, or in case anyone has a more detailed answer on the problem.
I right click copied all the info from the multiplayer burrowed version of the swarm host to the campaign swarm host and the spawn locust ability stopped spawning at the rally point. Hell if I know why, removing buried and cloaked didn't break functionality as well so I don't know the exact issue.
But now I've got spawn locusts that works properly for all the campaign rooted swarm hosts and their abilities.