I've searched the forums just yet and I didn't really find anything that I am having difficulty with so therefore this topic.
Although many come close.. but aren't exactly the same...
Here's the thing:I've got this Zerg structure created that has as "weapon" to spawn a few unts every 60 seconds.
I've created this by duplicating the Spawn Larva ability and edited that behavior to make it spawn the desired new unit.
all of this works fine, the units spawns with exactly the right amount at the right intervals and such.
But then when I once activated the rally point on the build (which spawns the units) to make the units move somewhere, they just don't to this.
They are still recreated after 60 seconds over and over, but they donĀ“t move to where ever I set the rally point.
And I wish them to do this by simply setting the buildings rally point targetting some location (just like a barracks or something)
Question is then simple, but 2 fold.
1) How do I make the spawned units obey the rally point?
2) How come that spawned units by a behavior setting don't obey the "set Rally Point" ability anyway?
Rally only applies to queueable abilities you need a work around. Use an Effect - Target ability that uses a Create Persistent effect which applies to a point and uses a regular Search Area effect on the casting unit that uses an Issue Order effect to order units around it with a just created buff to move to the target of the Create Persistent effect. The just created buff is a low duration buff applied to new units of the Spawn behaviour. The rallying ablilty also applies a buff to the caster so it knows it has a rally point so it can use a Switch effect on recasting it uses a global Search Area to use a Destroy Persistent on the Create Persistent blonging to the caster before applying a new one after another Create Persistent effect acts as a brief timer (<1sec).
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Yeah well, I don't know my way around the editor as close as that to pinpoint where to find all that stuff.
I understand the highlighted things as what they represent.. but what type of data they were I didn't know.. that pretty much the biggest issue for me with the editor in general though: identifying what what is and where to find them.
But seeing as they're effects I can dig more into that.
Also the wiki will help a lot I bet.
As to answer the question: I could yes. Question back would be why it's assumed I couldn't?
Sure I'll keep on digging into it myself and try out stuff... But when I'm stuck.. yeah sure I'd wait for someone who'd be more knowledgable.
All you need for this is the Abilities, Effects, Validators and Behaviors data types.
I advise trying it yourself and also I gave reasonably clear instructions just not a step by step guide.
Edit: Here is a step by step guide for the hopeless
1. Under the Abilities data type create a Effect - Target ability (please refer to this for field settings
http://www.sc2mapster.com/wiki/galaxy/data/abilities/effect/target/), main thing to note is the Stats - Range and Effect - Effect fields. Under the effect put the Switch effect from 2.
2. The Switch effect chooses which of a set of effects to use based on conditions met (validators). It is found under the Effects data type. Under the Effect - Cases - Effect field you put in the Set effect from 3 or the Search Area effect from 11 depending on if the Buff from the Behaviors data type is applied to the caster from 9. The Effect - Cases - Validators uses validators from the Validators data type to determine what effect to use, use two Unit Compare Behavior Count validators that check if the behaviour from 10 is equal to one and zero (present or absent). This might help http://www.sc2mapster.com/wiki/galaxy/data/effects/switch/
3. The Set effect from the Effects data type applies several effects at nce using a single effect field. You want it to apply the Create Persistent effect from 4 and the Apply Behavior effect from 9. Please refer to http://www.sc2mapster.com/wiki/galaxy/data/effects/set/
4. The Create Persistent effect from the Effects data type applies an effect to a unit or point periodically, for info please use http://www.sc2mapster.com/wiki/galaxy/data/effects/create-persistent/. Note it must have a Effect - Period Durations of 0.16, the Effect - Flags needs the Persist Until Destroyed flag, Target - Location - Value set to Target Unit/Point and the Effect - Period Effects to the Search Area effect from 5.
5. The Search Area effect from the Effects data type looks for valid targets within an area to apply an effect to, info can be found here http://www.sc2mapster.com/wiki/galaxy/data/effects/search-area/. Make sure the Search - Search Filters exclude self, allies, neutral, hostile, structure, missile, dead. Set the Search - Search Flags to Extend By Unit Radius and the Target - Launch Location - Value to Caster Unit. Finally put the Switch effect from 6 in the Search - Areas - Effect field.
6. Another Switch effect, this time using the two Issue Order effects from 7 and 8 but using two validators of the Unit Filters validator type from the Validators data type. The Unit Filters validator type acts like any other filters, set one to exclude all but hostile while the other only excludes hostile. Set the Validator - Unit - Effect field of the validators to the Create Persistent of 4. This will allow the rallied units to attack structures/units rallied that are enemy.
7. The Issue Order data type tells a unit to use an ability at a target. Info is found at http://www.sc2mapster.com/wiki/galaxy/data/effects/issue-order/. With the effect from the switch effect using the enemy only targeting validator set the Ability - Ability to Attack, the Target - Taget - Effect to the Create Persistent from 4, the Target - Taget - Value to Target Unit/Point and the Unit - Unit - Value to Target. This effect has a validator of the Unit Compare Behavior Count type that looks for the Buff applied in 14.
8. Another Issue Order with the same setup except it is used by the other validated branch of the switch effect and uses the Move ability.
11. The Search Area effect applied by the branch of the switch effect from 2 when the caster has the buff from 10 has a Search - Areas - Radius of 500, can target a unit/point and uses a Set effect from 12
12. The Set effect uses a Destroy Persistent effect on the caster to destroy the Create Persistent from 4 and applies a Create Persistent described in 13.
13. The Create Persistent will be setup like the colossus weapon delay using the Effect - Expire Delay and Effect - Effect - Final fields to give a 0.032 sec delay before using the Create Persistent effect from 4. If problems arise you will need to make a duplicate effect but set the Target - Location - Effect to the Switch effect from 2.
14. Use your Spawn behaviour from the Behaviors data type (described in http://www.sc2mapster.com/wiki/galaxy/data/behaviors/spawn/) to spawn your units but get the Behavior - Info Array - Effect to apply a Buff behaviour using a Apply Behavior effect described in 15 to the targets (spawned units).
15. Treat the same as 10 except you set the Stats - Duration to 0.32
This method will work fine for low density structures. For high density ones you will need another method.
Hello,
I've searched the forums just yet and I didn't really find anything that I am having difficulty with so therefore this topic. Although many come close.. but aren't exactly the same...
Here's the thing:I've got this Zerg structure created that has as "weapon" to spawn a few unts every 60 seconds. I've created this by duplicating the Spawn Larva ability and edited that behavior to make it spawn the desired new unit. all of this works fine, the units spawns with exactly the right amount at the right intervals and such. But then when I once activated the rally point on the build (which spawns the units) to make the units move somewhere, they just don't to this. They are still recreated after 60 seconds over and over, but they donĀ“t move to where ever I set the rally point.
And I wish them to do this by simply setting the buildings rally point targetting some location (just like a barracks or something)
Question is then simple, but 2 fold.
1) How do I make the spawned units obey the rally point?
2) How come that spawned units by a behavior setting don't obey the "set Rally Point" ability anyway?
Thanks in advance
Custom Campaign Initiative
Rally only applies to queueable abilities you need a work around. Use an Effect - Target ability that uses a Create Persistent effect which applies to a point and uses a regular Search Area effect on the casting unit that uses an Issue Order effect to order units around it with a just created buff to move to the target of the Create Persistent effect. The just created buff is a low duration buff applied to new units of the Spawn behaviour. The rallying ablilty also applies a buff to the caster so it knows it has a rally point so it can use a Switch effect on recasting it uses a global Search Area to use a Destroy Persistent on the Create Persistent blonging to the caster before applying a new one after another Create Persistent effect acts as a brief timer (<1sec).
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 got as far as follows:
Create an Ability (name): Set Zerg Rally, with ability type: Effect - Target This will be the ability for the building then...
Then I also created an Effect with the effect type: Create Persistent And I get some values that are editable....
After that it get a confusing for me. What is that Search area, where do I find this? same for the Issue Order. Where do I look for this?
Is it possible to have this in some more detailed description of what steps I undertake one at a time? Or when available.. something of a tutorial?
Custom Campaign Initiative
Those are all Effect types found under the Effects data type.
Question is are you willing to wait several days for me to get round to writing a step by step guide?
I highlighted all relevant stuff in Bold text
I advise reading the wiki on all those data/effect types, most of them have a wiki page explaining them
http://www.sc2mapster.com/wiki/galaxy/main-page/
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
Yeah well, I don't know my way around the editor as close as that to pinpoint where to find all that stuff. I understand the highlighted things as what they represent.. but what type of data they were I didn't know.. that pretty much the biggest issue for me with the editor in general though: identifying what what is and where to find them.
But seeing as they're effects I can dig more into that. Also the wiki will help a lot I bet.
As to answer the question: I could yes. Question back would be why it's assumed I couldn't? Sure I'll keep on digging into it myself and try out stuff... But when I'm stuck.. yeah sure I'd wait for someone who'd be more knowledgable.
Custom Campaign Initiative
All you need for this is the Abilities, Effects, Validators and Behaviors data types.
I advise trying it yourself and also I gave reasonably clear instructions just not a step by step guide.
Edit: Here is a step by step guide for the hopeless
1. Under the Abilities data type create a Effect - Target ability (please refer to this for field settings http://www.sc2mapster.com/wiki/galaxy/data/abilities/effect/target/), main thing to note is the Stats - Range and Effect - Effect fields. Under the effect put the Switch effect from 2.
2. The Switch effect chooses which of a set of effects to use based on conditions met (validators). It is found under the Effects data type. Under the Effect - Cases - Effect field you put in the Set effect from 3 or the Search Area effect from 11 depending on if the Buff from the Behaviors data type is applied to the caster from 9. The Effect - Cases - Validators uses validators from the Validators data type to determine what effect to use, use two Unit Compare Behavior Count validators that check if the behaviour from 10 is equal to one and zero (present or absent). This might help http://www.sc2mapster.com/wiki/galaxy/data/effects/switch/
3. The Set effect from the Effects data type applies several effects at nce using a single effect field. You want it to apply the Create Persistent effect from 4 and the Apply Behavior effect from 9. Please refer to http://www.sc2mapster.com/wiki/galaxy/data/effects/set/
4. The Create Persistent effect from the Effects data type applies an effect to a unit or point periodically, for info please use http://www.sc2mapster.com/wiki/galaxy/data/effects/create-persistent/. Note it must have a Effect - Period Durations of 0.16, the Effect - Flags needs the Persist Until Destroyed flag, Target - Location - Value set to Target Unit/Point and the Effect - Period Effects to the Search Area effect from 5.
5. The Search Area effect from the Effects data type looks for valid targets within an area to apply an effect to, info can be found here http://www.sc2mapster.com/wiki/galaxy/data/effects/search-area/. Make sure the Search - Search Filters exclude self, allies, neutral, hostile, structure, missile, dead. Set the Search - Search Flags to Extend By Unit Radius and the Target - Launch Location - Value to Caster Unit. Finally put the Switch effect from 6 in the Search - Areas - Effect field.
6. Another Switch effect, this time using the two Issue Order effects from 7 and 8 but using two validators of the Unit Filters validator type from the Validators data type. The Unit Filters validator type acts like any other filters, set one to exclude all but hostile while the other only excludes hostile. Set the Validator - Unit - Effect field of the validators to the Create Persistent of 4. This will allow the rallied units to attack structures/units rallied that are enemy.
7. The Issue Order data type tells a unit to use an ability at a target. Info is found at http://www.sc2mapster.com/wiki/galaxy/data/effects/issue-order/. With the effect from the switch effect using the enemy only targeting validator set the Ability - Ability to Attack, the Target - Taget - Effect to the Create Persistent from 4, the Target - Taget - Value to Target Unit/Point and the Unit - Unit - Value to Target. This effect has a validator of the Unit Compare Behavior Count type that looks for the Buff applied in 14.
8. Another Issue Order with the same setup except it is used by the other validated branch of the switch effect and uses the Move ability.
9. The Set effect in 3 also uses an Apply Behavior effect (info found in http://www.sc2mapster.com/wiki/galaxy/data/effects/apply-behavior/) on the caster via the Unit - Unit - Value field. This applies a Buff behaviour from the Behaviors data type
10. Create a Buff (details found here http://www.sc2mapster.com/wiki/galaxy/data/behaviors/buff/) and set the Stats - Flags to Hidden.
11. The Search Area effect applied by the branch of the switch effect from 2 when the caster has the buff from 10 has a Search - Areas - Radius of 500, can target a unit/point and uses a Set effect from 12
12. The Set effect uses a Destroy Persistent effect on the caster to destroy the Create Persistent from 4 and applies a Create Persistent described in 13.
13. The Create Persistent will be setup like the colossus weapon delay using the Effect - Expire Delay and Effect - Effect - Final fields to give a 0.032 sec delay before using the Create Persistent effect from 4. If problems arise you will need to make a duplicate effect but set the Target - Location - Effect to the Switch effect from 2.
14. Use your Spawn behaviour from the Behaviors data type (described in http://www.sc2mapster.com/wiki/galaxy/data/behaviors/spawn/) to spawn your units but get the Behavior - Info Array - Effect to apply a Buff behaviour using a Apply Behavior effect described in 15 to the targets (spawned units).
15. Treat the same as 10 except you set the Stats - Duration to 0.32
This method will work fine for low density structures. For high density ones you will need another method.
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