So the idea is this, I'm making a Structure that has the Transport Load Ability so it can load a certain Unit and then grants a Special Ability only at that Structure that has that certain Unit Inside. Now I have manage to build this much of the Idea but that is a Simple Statement about the Idea I have working. Now Some technical details about the Certain Unit is that while the Movable unit is easy to get in the Structure I'm also tried this out with a Non-movable Unit as well but this has all the problem that need solving like how do you exchange the non-movable Unit in between transports when Its non-movable.
A Teleport effect or the Effect: Calldown Effect field of the Transport ability?
Make the Item like unit calldown to launch it to the proximity of the second holder unit and then use an Issue Order effect to order it to pick up the unit.
Also you just considered using an Inventory instead of a Transport?
I thought about using an Inventory but I decided to use the Transport for reasons that this is going based around a loaded unit being able to Equip a Special Ability on the Structure rather then an item also I want to display this all on the Command Card best I can.
Units and items blend quite closely together if you look at my demo maps.
Again depends on your custom UI.
If Units And items Blend quite closely together. Then, How well does it work to put a unit that is in the inventory and have the ability to move the unit in the inventory into the Transport?
I've been doing some Forum Searching and found some good Threads that are essentially trying to do what I'm doing, just in another unique manner. So far I have manage to make everything work except the Issue Order Ability to Load/Equip the unit Inside the Transport
I still haven't manage to make the Unit Item to "Self Load/Equip" to the Generator via a Item Effect. But I did test out the inventory system and the build requirement in the command card still work as desired when the Unit Item is in the inventory Like I want but I'm still set out on a command card approach. I also stumble across a Unit Item cloning trick that if you loading the Unit Item in the transport you will have both the item in the inventory and the unit in the Transport. Other then that I'm just trying to figure out what Effect is working and not working, So far I have been able to create a Self Loading Issue order Effect for the Train Ability which is not useful here in this case but other then I've been trying my best to break the Effect Chain down in to simple blocks to see what is Working as desired. Here is what I can do so far I can Create the Unit Item at the Target and it basically stops right there. How to get the to Unit Item to "Self Load/Equip to the Generator seems to me like there is more here to do then just simply Issue Order Effect.
I like the Idea of having a inventory for the Unit Item that going to be using the Items as items but I want to turn this into a Ability on the Command Card where I can Load/Equip a unit into the cargo hold on the Generators from the Unit that has the Ability. This is my goal. So Let say when you find this Special Unit Item in the map all you got to do is find it Once and then you can Load this Unit Item to any Generator you desire and the reason for this is to have it where you can only equip One Device Setting according to what it is equip with.
Look at my demo maps involving items. I did self loading items and non-conventional unit/item interactions back in 2011. Only problem is you must order the unit to use the Inventory ability to pick up the item and since that ability lacks a Transient flag it disrupts the order queue of the target unit.
I plan on experimenting with the Iterate Inventory effect and see if I can use a Teleport effect or something for direct insertion.
I got a Better Idea, I have now removed the Items and inventory system from the Idea Completely. Now the desired Ability Effect will work from a Upgrade Requirement rather then acquired Item Effect since all I need to do is acquire it Once. This new Idea is better off because I can put everything inside the Command Card, All I need to do is figure out how to get that Created Unit to Self Load inside the Generator to active the Requirements for the Special Command Options.
I've looked at your Items Test Map and not much is there to help me with, I am even looking at the right map?
Load without an Inventory? Thought you were using a shared transport?
Was referring to Items Test and Simbiont Demonstration as far as the demo maps go. In the one the item is automatically picked up when the unit is nearby and it levels with the unit giving buffs to the unit with level.
The other map does something similar except the item could be a hero unit.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Yea, No more Inventory, No more Shared Transport. Now only the Generators will have the Uniqe Cargo Hold and the Engineering Unit will have an Effect Target Ability to Create the desired Unit into and only in that Cargo Hold. Very Simliar to how the Self Loading Bunker Works I even used the suicide buff to destroy the Unit if ever Unloaded. Works exactly how I wanted it to, the Self Loading part is the only thing that has not been working for me.
Yea, I played the Item Test Map havn't tried the other map yet. I like the Idea with the automatic reaqustion of the drop item but the Issue order effect is still coming from the same unit that has the orders. In my case I need a Unit to target and Load a Unit that is created by an Ability Effect that is casted by this Engineering Unit and it all happens from the Ability Effect that is casted. Here is a picutre of what I got working for the Ablitly Effect.
I also found this 2 year old thread of mine dealing with another problem that I still have and the answer is also dealing with a Issue Order effect too. So Im also going to try and slove this problem aswell with the advice provied, and plus it gives me another path to test these Issue Order effects out and better understand how they work.
Just messed with the Iterate Inventory effect and it is not compatible with Teleport or Create Unit effects.
With an item you could use a Set effect on the target unit and create the item with the Create Unit effect and the effect of the create unit is an Issue Order that tells the target of Set effect to use the inventory on the source.
I tried the Items out and I trashed the idea for reason that the Items I'm using are not really that Game changing when acquired so to say. But anyways I'm going to stay with my plan I got Going now I almost got it working. I made good progress in the last hour then I have since I started this thread. Here is what I've done, I've broken the Effect Chain down the best I can and I'm getting Great results like you wouldn't imagine. The First Ground breaking Idea that started producing results is Instead of creating a empty unit and giving it that one order I decided just to create a Marine with the Self Issue Order Effect and have that Marine Attack the unit that was target of the Effect-Target and this Issue Order effect was all based on the Calldown Mule Gather effect and it Worked out Great. Then that got me thinking How about if I move into the Bunker and see If I can load the unit that way in the bunker and it turns out you cant do that and the Marine just stands there outside the bunker. Now my next Idea I still haven't got it to work but if this works then this is almost solved pretty much, so instead of having the Generator have the issue order to Load the Created Unit I been having the Issue Order to use the build ability so that it can build the unit and then use the Build Effect to Self Auto Load after the unit is built by the Generator, but that is just an Idea at testing if the Issue Order effect on the Generator is in working order to construct for the complete effect.
Yea, I will Try and post a Demo Map of this. Today I've been figuring this out with trigger debugging commands and I've been applying these Load Issue Order Effect directly and on my first try I was able to get it to work :) I've manage to create this Load Issue Order Effect for the Generator to select and Load the targeted Unit but I have some bad news, I still yet to see if this Build Issue Order Effect is capable of working. So far all my attempts at this have failed And I had High Hopes to get this Build Order Working too because it would have been much simpler this way. But this Ability here feels like I am building a tunnel at both ends in the hopes that they happen to intersect. Now I just need to figure out how to connect this all together though data.
Ok, I got some bad news but first some good news, I finally was able to cast that Issue Order ability on the Generator through my Engineer Unit :)and make something start working, then I deiced to change the Issue Order Effect to cast the Build Ability that will self load after the unit is built for the Generator and the build issue order still didn't Work :( Also I wasn't able to figure out how to Load that Created Unit in the cargo either with pure data either, the onlything I ever got working was the Issue Order Load effect which was hardwired through the trigger effect.
Edit
I finally got the build ability to work through the issue order :)
This worked out great, I'm pretty much done at this point so here is a Demo Map of what I got working now. The Issue Order Build/Train Effect is what did the Trick here is what I did to make it work properly. There is an Index next to the Ability and I had it set to 8 and it would never work set at 8 and then it hit me like a sack of bricks I instantly went and just make a New Train Ability and by doing that I was able to keep the index Number to 0 and that is what got the issue order Build/Train Effect to work as planed. So the Good news is at least I was able to Make it work regardless of the of the slew of complex problems that need to be understood.
That index number is the slot of the ability to use. The Effect: Ability Command field of the Issue Order effect is used for those situations. For example build #8 is equal to ability command #7.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
So the idea is this, I'm making a Structure that has the Transport Load Ability so it can load a certain Unit and then grants a Special Ability only at that Structure that has that certain Unit Inside. Now I have manage to build this much of the Idea but that is a Simple Statement about the Idea I have working. Now Some technical details about the Certain Unit is that while the Movable unit is easy to get in the Structure I'm also tried this out with a Non-movable Unit as well but this has all the problem that need solving like how do you exchange the non-movable Unit in between transports when Its non-movable.
Simple Statement?
A Teleport effect or the Effect: Calldown Effect field of the Transport ability?
Make the Item like unit calldown to launch it to the proximity of the second holder unit and then use an Issue Order effect to order it to pick up the unit.
Also you just considered using an Inventory instead of a Transport?
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 thought about using an Inventory but I decided to use the Transport for reasons that this is going based around a loaded unit being able to Equip a Special Ability on the Structure rather then an item also I want to display this all on the Command Card best I can.
Units and items blend quite closely together if you look at my demo maps.
Again depends on your custom UI.
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
Here is what I got working right now. I prefer to use the Command Card UI for this as the frame of reference.
If Units And items Blend quite closely together. Then, How well does it work to put a unit that is in the inventory and have the ability to move the unit in the inventory into the Transport?
I've been doing some Forum Searching and found some good Threads that are essentially trying to do what I'm doing, just in another unique manner. So far I have manage to make everything work except the Issue Order Ability to Load/Equip the unit Inside the Transport
Other Threads of interest
So how you going about equipping the unit?
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 still haven't manage to make the Unit Item to "Self Load/Equip" to the Generator via a Item Effect. But I did test out the inventory system and the build requirement in the command card still work as desired when the Unit Item is in the inventory Like I want but I'm still set out on a command card approach. I also stumble across a Unit Item cloning trick that if you loading the Unit Item in the transport you will have both the item in the inventory and the unit in the Transport. Other then that I'm just trying to figure out what Effect is working and not working, So far I have been able to create a Self Loading Issue order Effect for the Train Ability which is not useful here in this case but other then I've been trying my best to break the Effect Chain down in to simple blocks to see what is Working as desired. Here is what I can do so far I can Create the Unit Item at the Target and it basically stops right there. How to get the to Unit Item to "Self Load/Equip to the Generator seems to me like there is more here to do then just simply Issue Order Effect.
I like the Idea of having a inventory for the Unit Item that going to be using the Items as items but I want to turn this into a Ability on the Command Card where I can Load/Equip a unit into the cargo hold on the Generators from the Unit that has the Ability. This is my goal. So Let say when you find this Special Unit Item in the map all you got to do is find it Once and then you can Load this Unit Item to any Generator you desire and the reason for this is to have it where you can only equip One Device Setting according to what it is equip with.
Look at my demo maps involving items. I did self loading items and non-conventional unit/item interactions back in 2011. Only problem is you must order the unit to use the Inventory ability to pick up the item and since that ability lacks a Transient flag it disrupts the order queue of the target unit.
I plan on experimenting with the Iterate Inventory effect and see if I can use a Teleport effect or something for direct insertion.
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 a Better Idea, I have now removed the Items and inventory system from the Idea Completely. Now the desired Ability Effect will work from a Upgrade Requirement rather then acquired Item Effect since all I need to do is acquire it Once. This new Idea is better off because I can put everything inside the Command Card, All I need to do is figure out how to get that Created Unit to Self Load inside the Generator to active the Requirements for the Special Command Options.
I've looked at your Items Test Map and not much is there to help me with, I am even looking at the right map?
Load without an Inventory? Thought you were using a shared transport?
Was referring to Items Test and Simbiont Demonstration as far as the demo maps go. In the one the item is automatically picked up when the unit is nearby and it levels with the unit giving buffs to the unit with level.
The other map does something similar except the item could be a hero unit.
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
Yea, No more Inventory, No more Shared Transport. Now only the Generators will have the Uniqe Cargo Hold and the Engineering Unit will have an Effect Target Ability to Create the desired Unit into and only in that Cargo Hold. Very Simliar to how the Self Loading Bunker Works I even used the suicide buff to destroy the Unit if ever Unloaded. Works exactly how I wanted it to, the Self Loading part is the only thing that has not been working for me.
Yea, I played the Item Test Map havn't tried the other map yet. I like the Idea with the automatic reaqustion of the drop item but the Issue order effect is still coming from the same unit that has the orders. In my case I need a Unit to target and Load a Unit that is created by an Ability Effect that is casted by this Engineering Unit and it all happens from the Ability Effect that is casted. Here is a picutre of what I got working for the Ablitly Effect.
I also found this 2 year old thread of mine dealing with another problem that I still have and the answer is also dealing with a Issue Order effect too. So Im also going to try and slove this problem aswell with the advice provied, and plus it gives me another path to test these Issue Order effects out and better understand how they work.
Just messed with the Iterate Inventory effect and it is not compatible with Teleport or Create Unit effects.
With an item you could use a Set effect on the target unit and create the item with the Create Unit effect and the effect of the create unit is an Issue Order that tells the target of Set effect to use the inventory on the source.
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 tried the Items out and I trashed the idea for reason that the Items I'm using are not really that Game changing when acquired so to say. But anyways I'm going to stay with my plan I got Going now I almost got it working. I made good progress in the last hour then I have since I started this thread. Here is what I've done, I've broken the Effect Chain down the best I can and I'm getting Great results like you wouldn't imagine. The First Ground breaking Idea that started producing results is Instead of creating a empty unit and giving it that one order I decided just to create a Marine with the Self Issue Order Effect and have that Marine Attack the unit that was target of the Effect-Target and this Issue Order effect was all based on the Calldown Mule Gather effect and it Worked out Great. Then that got me thinking How about if I move into the Bunker and see If I can load the unit that way in the bunker and it turns out you cant do that and the Marine just stands there outside the bunker. Now my next Idea I still haven't got it to work but if this works then this is almost solved pretty much, so instead of having the Generator have the issue order to Load the Created Unit I been having the Issue Order to use the build ability so that it can build the unit and then use the Build Effect to Self Auto Load after the unit is built by the Generator, but that is just an Idea at testing if the Issue Order effect on the Generator is in working order to construct for the complete effect.
Post a demo map for others once your done?
Still say you could just target a unit, create another unit and then order the original target unit to load the created unit.
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
Yea, I will Try and post a Demo Map of this. Today I've been figuring this out with trigger debugging commands and I've been applying these Load Issue Order Effect directly and on my first try I was able to get it to work :) I've manage to create this Load Issue Order Effect for the Generator to select and Load the targeted Unit but I have some bad news, I still yet to see if this Build Issue Order Effect is capable of working. So far all my attempts at this have failed And I had High Hopes to get this Build Order Working too because it would have been much simpler this way. But this Ability here feels like I am building a tunnel at both ends in the hopes that they happen to intersect. Now I just need to figure out how to connect this all together though data.
Ok, I got some bad news but first some good news, I finally was able to cast that Issue Order ability on the Generator through my Engineer Unit :)
and make something start working, then I deiced to change the Issue Order Effect to cast the Build Ability that will self load after the unit is built for the Generator and the build issue order still didn't Work :(Also I wasn't able to figure out how to Load that Created Unit in the cargo either with pure data either, the onlything I ever got working was the Issue Order Load effect which was hardwired through the trigger effect.Edit I finally got the build ability to work through the issue order :)
This worked out great, I'm pretty much done at this point so here is a Demo Map of what I got working now. The Issue Order Build/Train Effect is what did the Trick here is what I did to make it work properly. There is an Index next to the Ability and I had it set to 8 and it would never work set at 8 and then it hit me like a sack of bricks I instantly went and just make a New Train Ability and by doing that I was able to keep the index Number to 0 and that is what got the issue order Build/Train Effect to work as planed. So the Good news is at least I was able to Make it work regardless of the of the slew of complex problems that need to be understood.
That index number is the slot of the ability to use. The Effect: Ability Command field of the Issue Order effect is used for those situations. For example build #8 is equal to ability command #7.
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