I have no idea why, but whenever I try to duplicate something, it never actually works. My first try was a photon cannon, which turned into a black ball that would not shoot.
At the moment, I am trying to make a new fungal growth that lasts 40 seconds, and does no damage. I have been able to accomplish bot of those, however, the fungal growth no longer binds units in place. I have tested it by switching in and out the original parts, and I have determined that it is somewhere in the "Infestor-Fungal Growth" behavior. That, or it is part of the "FungalGrowth (Unnamed)" actor.
The duplicate behavior has the duplicate actor, and I cannot find a way to change this, which if anyone knows how, I would love it if you could tell me. I dont see any way to change the actor at all.
Also, what part of the original behavior causes the unit to become snared? As I have looked through it, and i can never (with any behaviors for that matter) find where it actually causes something to happen? Its seems like magic to me at the moment.
How can i get the duplicate to function correctly?
Under the actor events for fungal growth you find it is simple enough behavior.FunalGrowth.On>Create and behavior.FunalGrowth.Off>Process that leads to its destruction. The reason your photon cannon dupe didnt work was probably that the turret actor was not duped with it and your dupe actor was not refering to the duped unit. The reason you cant find how it supresses movement is that the Fungal Growth Set effect applies two behaviors. The extra behavior that you are looking for is the FungalGrowthMovement (Unnamed) behavior which supresses movement and disables the move ability.
I advise you look at the buff section of the wiki as most fields are explained in detail there.
On a side note duping seldomly works right and especially with actors is known to corrupt fields eg. spine crawler and create several copies of some events which can cause errors eg. action actors for missile launches.
Duping is purely to make creation easier and not a good way to learn how to use the editor. I advise you try creating your own simple units from scratch and build on their complexity as your knowledge increases. Some units like the colossus, broodlord, leviathan, ghost, mothership and voidray are good references.
Alright, I have no idea still why it doesnt work the way i had before, but I did some tweaking to get it to function. But first, I thought I would share my data collection. I have done all 9 combinations of "FungalGrowthMovement (Unnamed)" which i will call "MOVE" and "Infestor-Fungal Growth" which I will call "ROOT" and then the results. In the order (MOVE,ROOT,OUTCOME). Also, the time for the copy's duration is set to 40 seconds.
(copy, original, snare+animation 4 seconds)
(copy, copy, animation 40 seconds)
(original, copy, animation 40 seconds)
(origional, origional, snare+animation 4 seconds)
From these It can be clear that the MOVE behavior is not the issue, it is the ROOT behavior,
(none, original, animation 40 seconds)
(none, copy, animation 40 seconds)
(copy, none, nothing)
(original, none, nothing)
Form these we can see that the MOVE behavior is needed for the snare to work, but without the ROOT behavior nothing happens at all.
As such, I have no idea where the problem lies (somewhere inside the copy of ROOT i think) so I just added the "suppress movement" flag to everything, and now it works. I still dont actually know what the MOVE behavior is good for, as if you add the "suppress movement" flag to the ROOT behavior, its seems to not be needed.
If anyone can help explain this, i would be be very thankful.
The supress movement stops the unit moving while disabling the move ability is to prevent pointless build up of move orders and associated pathing planning being made from frantic right clicking.
No clue why blizzard used seperate behaviors. Probably a relic from development. Did you know they even had a different infestor model originally so the unit has been under alot of revision.
If i Remember correctly fungal growth only damaged units when the game first came out and did not snare them....Just check the patch log and see?
Yeh, fungal growth used to be called fungal infestation, and it was very good. The units it would kill exploded doing damage equivalent to their health (like a super baneling). I think you can see why they changed it :)
But yeh, i have no idea why there are two behaviors. The ROOT one just applies the animation and damage, and the MOVE one applies the movement suppression.
the problem with ur tower is most likely the actors are not linked correctly. Or also my problem i always missed for the first like 10 times trying to duplicate something was i forgot set the mover. it handles everything with the missile and where it goes and what it looks like. so when u duplicate next time just make sure u have the actors - model field set the to real units model. and then ur unit is pointed to that actor. if it says unknown its not set.
Yeh, that is what I had to do to fix the bullets for the photon cannon.
Anyways. I have another question. How do I change which actor is used by a unit? I cant find where units and actors are linked. -_-
Here is my situation.
I have a Baneling, and a BigBaneling. Each one works, as when I made the BigBaneling I duplicated the actor and it automatically linked them together.
However, the Baneling(burrowed) is defaulting off the BigBaneling actor now, while the BigBaneling(burrowed) has no actor. I have no idea how to attach an actor to the unit, even though I have already made the actor and the model for it.
Ok, I got the actors all figured out. For those who want to know how to change the actors on units, its not done under the Unit tab. Go find the Actor you want, and look through the Event list, and change everything to be to the unit you want. (in my case, from Baneling to BanelingBig)
That said, I have another question, not sure if it is related to the actor thing or not. I have four units. Baneling, Baneling(burrowed), BanelingBig, BanelingBig(burrowed).
I have no idea why, but whenever I change the name of one of them, it changes all four to be the same name. Its very aggravating. And furthermore, It seems that the BanelingBig units are ignoring the fact that they have a different weapon than the Baneling units, and defaulting to that one.
I have no idea why, but whenever I try to duplicate something, it never actually works. My first try was a photon cannon, which turned into a black ball that would not shoot.
At the moment, I am trying to make a new fungal growth that lasts 40 seconds, and does no damage. I have been able to accomplish bot of those, however, the fungal growth no longer binds units in place. I have tested it by switching in and out the original parts, and I have determined that it is somewhere in the "Infestor-Fungal Growth" behavior. That, or it is part of the "FungalGrowth (Unnamed)" actor.
The duplicate behavior has the duplicate actor, and I cannot find a way to change this, which if anyone knows how, I would love it if you could tell me. I dont see any way to change the actor at all.
Also, what part of the original behavior causes the unit to become snared? As I have looked through it, and i can never (with any behaviors for that matter) find where it actually causes something to happen? Its seems like magic to me at the moment.
How can i get the duplicate to function correctly?
Thanks for the help.
Under the actor events for fungal growth you find it is simple enough behavior.FunalGrowth.On>Create and behavior.FunalGrowth.Off>Process that leads to its destruction. The reason your photon cannon dupe didnt work was probably that the turret actor was not duped with it and your dupe actor was not refering to the duped unit. The reason you cant find how it supresses movement is that the Fungal Growth Set effect applies two behaviors. The extra behavior that you are looking for is the FungalGrowthMovement (Unnamed) behavior which supresses movement and disables the move ability.
I advise you look at the buff section of the wiki as most fields are explained in detail there.
On a side note duping seldomly works right and especially with actors is known to corrupt fields eg. spine crawler and create several copies of some events which can cause errors eg. action actors for missile launches.
Duping is purely to make creation easier and not a good way to learn how to use the editor. I advise you try creating your own simple units from scratch and build on their complexity as your knowledge increases. Some units like the colossus, broodlord, leviathan, ghost, mothership and voidray are good references.
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
Alright, I have no idea still why it doesnt work the way i had before, but I did some tweaking to get it to function. But first, I thought I would share my data collection. I have done all 9 combinations of "FungalGrowthMovement (Unnamed)" which i will call "MOVE" and "Infestor-Fungal Growth" which I will call "ROOT" and then the results. In the order (MOVE,ROOT,OUTCOME). Also, the time for the copy's duration is set to 40 seconds.
(copy, original, snare+animation 4 seconds)
(copy, copy, animation 40 seconds)
(original, copy, animation 40 seconds)
(origional, origional, snare+animation 4 seconds)
From these It can be clear that the MOVE behavior is not the issue, it is the ROOT behavior,
(none, original, animation 40 seconds)
(none, copy, animation 40 seconds)
(copy, none, nothing)
(original, none, nothing)
Form these we can see that the MOVE behavior is needed for the snare to work, but without the ROOT behavior nothing happens at all.
As such, I have no idea where the problem lies (somewhere inside the copy of ROOT i think) so I just added the "suppress movement" flag to everything, and now it works. I still dont actually know what the MOVE behavior is good for, as if you add the "suppress movement" flag to the ROOT behavior, its seems to not be needed.
If anyone can help explain this, i would be be very thankful.
The supress movement stops the unit moving while disabling the move ability is to prevent pointless build up of move orders and associated pathing planning being made from frantic right clicking.
No clue why blizzard used seperate behaviors. Probably a relic from development. Did you know they even had a different infestor model originally so the unit has been under alot of revision.
If i Remember correctly fungal growth only damaged units when the game first came out and did not snare them....Just check the patch log and see?
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
Yeh, fungal growth used to be called fungal infestation, and it was very good. The units it would kill exploded doing damage equivalent to their health (like a super baneling). I think you can see why they changed it :)
But yeh, i have no idea why there are two behaviors. The ROOT one just applies the animation and damage, and the MOVE one applies the movement suppression.
@PBobbert: Go
the problem with ur tower is most likely the actors are not linked correctly. Or also my problem i always missed for the first like 10 times trying to duplicate something was i forgot set the mover. it handles everything with the missile and where it goes and what it looks like. so when u duplicate next time just make sure u have the actors - model field set the to real units model. and then ur unit is pointed to that actor. if it says unknown its not set.
Yeh, that is what I had to do to fix the bullets for the photon cannon.
Anyways. I have another question. How do I change which actor is used by a unit? I cant find where units and actors are linked. -_-
Here is my situation.
I have a Baneling, and a BigBaneling. Each one works, as when I made the BigBaneling I duplicated the actor and it automatically linked them together.
However, the Baneling(burrowed) is defaulting off the BigBaneling actor now, while the BigBaneling(burrowed) has no actor. I have no idea how to attach an actor to the unit, even though I have already made the actor and the model for it.
Thanks for the help.
Ok, I got the actors all figured out. For those who want to know how to change the actors on units, its not done under the Unit tab. Go find the Actor you want, and look through the Event list, and change everything to be to the unit you want. (in my case, from Baneling to BanelingBig)
That said, I have another question, not sure if it is related to the actor thing or not. I have four units. Baneling, Baneling(burrowed), BanelingBig, BanelingBig(burrowed).
I have no idea why, but whenever I change the name of one of them, it changes all four to be the same name. Its very aggravating. And furthermore, It seems that the BanelingBig units are ignoring the fact that they have a different weapon than the Baneling units, and defaulting to that one.
Anyone got any ideas?
Thanks
The curse of duping?
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
Very much yes