The bunker has a behaviour called "Bunker - Range bonus". When a marine is in the bunker its attack range is increased. When I go to modifications of that behaviour there is a field called "weapons" where weapon range has a value. I want an upgrade to increase that value.
An upgrade itself seems unable to modify that value. (I cant find it in the list when I search in the upgrade effect - field)
So I duplicate the behaviour "Range bonus" and adds +3 range. The upgrade is now told to give the bunker the new behaviour.
One uses the +1 range buff on transported units the other uses your +3 one.
Ah, yeah of course.
I´m looking in the upgrade menu now, but I can´t find a way to remove the old ability and add the new one to the bunker. Must I do it via a behaviour or something?
(I´m also afraid it will effect units already inside the bunker when the upgrades completes, since the load and unload ability will be replaced, the units will disappear/be knocked out of the bunker..)
Just use two Buff behaviours and some requirements that count the upgrades.
If in doubt experiment since you can always put in a workaround that orders them back in.
I create a new load/unload ability with spots for 6 units. The new ability has a new behaviour as well, which gives it +3 range. (The ordinary bunker has behaviour that gives it +1)
I made one buff behaviour that disables the current load/unload ability and one buff that enables the new load/unload ability of the bunker. I set a requirement for both buffs. Once an upgrade is completed, the buffs shall work.
In game, the buffs appear at once at the bunkers as tiny grey icons. Also, once the upgrade is complete, units inside the bunker can´t come out and units outside the bunker can´t come in. And the cargo size is not increased to 6.
Only way I can think of is disabling one Transport type ability and enabling another.
Must both abilities be added to the bunker from the start? I try to do that but I can´t find a way to disable/enable abilities. (Weapons are easy to disable and enable for a unit.)
Yes the bunker must have both from the start and one is disabled by the buff from the start while the other is only disabled when the upgrade is researched.
The one requirement disables stuff when the upgrade count = 0 the other disables stuff when the upgrade count = 1. The +3 range ability is disabled by a buff using the first requirement while the +1 range ability is disabled by the second.
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I have tried what you wrote (Dr SuperEvil) but I cant get it to work. I have tried a lot of things and nothing works. Right now the mess looks like this:
The bunker has 3 behaviours from the start and 2 abilities. There is only 1 requirement involved in this drama.
Ability 1 is the normal load/unload that the bunker starts with.
Ability 2 is the new load/unload. It has room for 6 marines and has a new behaviour added to it which increases attack range by +3.
Both abilities are added to the bunker and are also added as command cards on the same spot in the bunker.
Here are the 3 behaviours the bunker starts with:
Behaviour 1 DISABLES the new load/unload ability. It has no requirements.
Behaviour 2 DISABLES the starting load/unload ability. It has a requirement which says: Use - count upgrade Neosteel Frame completed.
Behaviour 3 DISABLES behaviour 1. It has a requirement which says: Use - count upgrade Neosteel Frame completed.
None of these behaviours are hidden so I can see them all. They are all there from the start. When I research Neosteel Frame behaviour 1 disappers. Only behaviour 2 and 3 are left. That is what I want! But still, nothing happens to the bunker...
The only things that happen is that it changes model to the bunker from the campaign. (I have added a requirement from the campaign which enabels the bunker to change model when Neosteel Frames are completed.)
The bunker is also given 6 spots for marines. But I think that has something to do with the upgrade itself, cause if I add 8 spots to my new load/unload ability only 6 spots shows up anyways. I don´t think the bunker gets my new ability at all. : S
How Blizzard have made it ...
The bunker applies the behavior "Bunker - Range Bonus". (+1 range)
As a initial effect in the behavior the effect "Bunker - Projectile Accelerators" is called to apply a behavior. (+ 1 range additional)
And as a final effect the effect "Bunker - Projectile Accelerators Remove" does what it name indicate.
Behavior Bunker - Projectile Accelerators has a disable validator how checks if the upgrade is purchased.
How you could do it ...
Alter the Behavior Bunker - Projectile Accelerators to +2 instead of +1. In total you have got a +3 range
Make the "Story Mode Tech - (Bunker) Projectile Accelerators" - upgrade as your reseachable upgrade.
Done :)
Thanks for the suggestion!
The +3 range works fine. I add two upgrade effects to the upgrade; one that gives bunker room for 2 more marines and one effect that changes the wireframe. The big problem is that this upgrade will not make the new bunker model appear. I change the requirement "Bunker - Fortified carapace" to need the Story Mode Tech - (Bunker) Projectile Accelerators upgrade, but it does not work. Still the usual bunker model is used.
In the actor is also a condition included: actor Bunker ... Upgrade.FortifiedBunkerCarapace.Add => ValidateUnit NotDeadOrConstruction # ModelSwap JumboBunker
You have to change this to actor Bunker ... Upgrade.YourUpgradeHere.Add => ValidateUnit NotDeadOrConstruction # ModelSwap JumboBunker
Thank you so much!
The range bonus works and the model gets changed of all existing bunkers! But all bunkers I construct after the upgrade is complete appears as normal bunkers in game..
How can that be changed?
Ah I found out! I had to change the requirement "Fortified Bunkers" to show the model when my upgrade is reaserched.
I thought this one was not supposed to be tricky.
The bunker has a behaviour called "Bunker - Range bonus". When a marine is in the bunker its attack range is increased. When I go to modifications of that behaviour there is a field called "weapons" where weapon range has a value. I want an upgrade to increase that value.
An upgrade itself seems unable to modify that value. (I cant find it in the list when I search in the upgrade effect - field)
So I duplicate the behaviour "Range bonus" and adds +3 range. The upgrade is now told to give the bunker the new behaviour.
In the upgrade effect field, I choose
type: behaviour,
object: bunker range +3
and operation: add
This does not work at all.
How can this be done?
Only way I can think of is disabling one Transport type ability and enabling another.
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How can that help?
One uses the +1 range buff on transported units the other uses your +3 one.
Basicly you swap the ability so the buff applied the the units appears to have been upgraded.
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Ah, yeah of course.
I´m looking in the upgrade menu now, but I can´t find a way to remove the old ability and add the new one to the bunker. Must I do it via a behaviour or something?
(I´m also afraid it will effect units already inside the bunker when the upgrades completes, since the load and unload ability will be replaced, the units will disappear/be knocked out of the bunker..)
Just use two Buff behaviours and some requirements that count the upgrades.
If in doubt experiment since you can always put in a workaround that orders them back in.
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
@DrSuperEvil: Go
I create a new load/unload ability with spots for 6 units. The new ability has a new behaviour as well, which gives it +3 range. (The ordinary bunker has behaviour that gives it +1)
I made one buff behaviour that disables the current load/unload ability and one buff that enables the new load/unload ability of the bunker. I set a requirement for both buffs. Once an upgrade is completed, the buffs shall work.
In game, the buffs appear at once at the bunkers as tiny grey icons. Also, once the upgrade is complete, units inside the bunker can´t come out and units outside the bunker can´t come in. And the cargo size is not increased to 6.
Haha everything just goes wrong : D
T_T
One buff must be disabled by the upgrade while the other must be enabled, both are to disable the respective ability.
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Still not working T_T
Anyone feel like uploading a test map with these changes on so I can have a look?
I been struggling with this a long time now. : (
Must both abilities be added to the bunker from the start? I try to do that but I can´t find a way to disable/enable abilities. (Weapons are easy to disable and enable for a unit.)
I don´t think I understand these two quotes correctly.
Can you clarify?
Yes the bunker must have both from the start and one is disabled by the buff from the start while the other is only disabled when the upgrade is researched.
The one requirement disables stuff when the upgrade count = 0 the other disables stuff when the upgrade count = 1. The +3 range ability is disabled by a buff using the first requirement while the +1 range ability is disabled by the second.
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
There is a much easier way:
How Blizzard have made it ...
How you could do it ...
Done :)
Why is this so hard!? T_T
I have tried what you wrote (Dr SuperEvil) but I cant get it to work. I have tried a lot of things and nothing works. Right now the mess looks like this:
The bunker has 3 behaviours from the start and 2 abilities. There is only 1 requirement involved in this drama.
Ability 1 is the normal load/unload that the bunker starts with. Ability 2 is the new load/unload. It has room for 6 marines and has a new behaviour added to it which increases attack range by +3. Both abilities are added to the bunker and are also added as command cards on the same spot in the bunker.
Here are the 3 behaviours the bunker starts with:
Behaviour 1 DISABLES the new load/unload ability. It has no requirements.
Behaviour 2 DISABLES the starting load/unload ability. It has a requirement which says: Use - count upgrade Neosteel Frame completed.
Behaviour 3 DISABLES behaviour 1. It has a requirement which says: Use - count upgrade Neosteel Frame completed.
None of these behaviours are hidden so I can see them all. They are all there from the start. When I research Neosteel Frame behaviour 1 disappers. Only behaviour 2 and 3 are left. That is what I want! But still, nothing happens to the bunker...
The only things that happen is that it changes model to the bunker from the campaign. (I have added a requirement from the campaign which enabels the bunker to change model when Neosteel Frames are completed.)
The bunker is also given 6 spots for marines. But I think that has something to do with the upgrade itself, cause if I add 8 spots to my new load/unload ability only 6 spots shows up anyways. I don´t think the bunker gets my new ability at all. : S
Can someone please give me some guidance here?
Thanks for the suggestion!
The +3 range works fine. I add two upgrade effects to the upgrade; one that gives bunker room for 2 more marines and one effect that changes the wireframe. The big problem is that this upgrade will not make the new bunker model appear. I change the requirement "Bunker - Fortified carapace" to need the Story Mode Tech - (Bunker) Projectile Accelerators upgrade, but it does not work. Still the usual bunker model is used.
Any clues how to get that one to change as well?
@Kabelkorven: Go
In the actor is also a condition included:
You have to change this to
Thank you so much!
The range bonus works and the model gets changed of all existing bunkers! But all bunkers I construct after the upgrade is complete appears as normal bunkers in game..
How can that be changed?
Ah I found out! I had to change the requirement "Fortified Bunkers" to show the model when my upgrade is reaserched.
Yeah, how could I have missed that simple solution.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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