Is it possible to create shield impact splats (like protoss units) on units that do not have shields?
I am aware that I could just give said units shields and modify their model attachment properties to give them shield splats, but the point of this question is to give the visual shield impact without actually giving units any Shield Stats (for example, in the case of a Behaviour with a Modify Damage Response).
I have tried playing around with the Shield and Shield Impact Actor Events in hopes of creating shield impacts on units that are not Shield Capable, to no avail.
I am also aware that I can (and have) just create a Model Actor with a shield impact effect model and have it respond to Damage Taken or Damage Response Messages. While it is an acceptable substitute, I would really like to have non-shield units get the same dynamic shield impacts as Protoss units (especially the directional impacts) in an easy-to-implement way. Is this possible?
Is it possible to create shield impact splats (like protoss units) on units that do not have shields?
I am aware that I could just give said units shields and modify their model attachment properties to give them shield splats, but the point of this question is to give the visual shield impact without actually giving units any Shield Stats (for example, in the case of a Behaviour with a Modify Damage Response).
I have tried playing around with the Shield and Shield Impact Actor Events in hopes of creating shield impacts on units that are not Shield Capable, to no avail.
I am also aware that I can (and have) just create a Model Actor with a shield impact effect model and have it respond to Damage Taken or Damage Response Messages. While it is an acceptable substitute, I would really like to have non-shield units get the same dynamic shield impacts as Protoss units (especially the directional impacts) in an easy-to-implement way. Is this possible?
why not trying applying a copy of the shield on said unit, but setting it's stats so that it's doesn't give any of the stuff shield gives in terms of gameplay (i.e. setting the shield life ta zero).
I'm not sure I understand what you mean by "a copy of the shield". The units in question are already set up to have 0 shields in all respects. I just want the visual impact effects to show up at will. If you mean setting up a behaviour that gives 0 shields, that doesn't do anything, unless there's a specific flag that enables shield impacts in there somewhere that I'm not aware of.
Yes. Go to the model for the unit and add an entry under the attachment properties field and change the keys so that one of the attachment points alreay on the model is referred to as "Shield".
EDIT: Sorry if that's not specific enough, I'm on mobile now.
As I said in my original post, that only works for units that already have or are given shield stats. Otherwise modifying these fields has no impact on the model whatsoever. Attached screenshot for proof:
I've tried this already, and it had no effect. I also tried editing the original actor by removing the ValidateUnit Term, but even that changed nothing. It seems like a unit must have shield stats in order for visuals to appear. If I could get a proof-of-concept showing otherwise, that would be the direction I'd like to head towards.
Have you tried attaching an invisible dummy model with shield attachments actors to the dynamically shielded target actor? I recall attaching actors to a unit actor gives them more damage points so I would imagine the same would happen with shield attachment points.
I've tried this already, and it had no effect. I also tried editing the original actor by removing the ValidateUnit Term, but even that changed nothing. It seems like a unit must have shield stats in order for visuals to appear. If I could get a proof-of-concept showing otherwise, that would be the direction I'd like to head towards.
Then why not have it such that the units health is all the shield and like no life stuff n then alter shield regen stat
Then why not have it such that the units health is all the shield and like no life stuff n then alter shield regen stat
Thematics + Visual Appeal.
My map will feature all three races, having Terran ships (the ships I'm trying to modify) with a crapton of Shields just doesn't fit the Starcraft Theme at all. Additionally, Units in the Editor must have at least 1 HP, so having a 1 HP + 10000 Shield unit on the UI just looks really really awkward.
Have you tried attaching an invisible dummy model with shield attachments actors to the dynamically shielded target actor? I recall attaching actors to a unit actor gives them more damage points so I would imagine the same would happen with shield attachment points.
Interesting idea, but after trying it out (attaching both a Model and an Actor with shield Attachment Properties) it just leads to the exact same problem I had before - models and actors don't have Shield stats, so attaching a random model or actor with shield attachment points will not make the impact actors show up (nor do they even appear to have a shield radius).
Ok, so maybe, just maybe, this is impossible to do with Shield and Shield Impact Actors. Can I at least have a way to orient my ModelAddition Actor so that it faces towards the impact point of a weapon/ability directed at it?
In the video below, I set up a ModelAddition Actor to respond to Behaviour - "Damage Handled" Events so everytime my behaviour (a shield with a Damage Response amount) absorbs damage it creates itself. However, as you can see below, the actor always faces the same direction (looks like the Forward vector of my Battlecruiser), rather than in the direction of where the damage came from.
How would I set up my actors so this Model orients itself in such a way as to appear in the direction of where the damage is coming from?
How would I set up my actors so this Model orients itself in such a way as to appear in the direction of where the damage is coming from?
You will need to orientate it to target the damage source. This will probably be another actor event which sets facing towards the damage source.
One solution would be to add a shield attachment to all unit models. If the editor allowed one to access the XML in a SQL database like way one could write a SQL query which could setup a generic shield attachment for all unit models. Sad this is not possible...
As you are using a damage response I would host an invisible model onto the attacking unit and use a reference set action to change the target of a SOp(Forward Vector) SOp to the created model. Or something similar.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
You will need to orientate it to target the damage source. This will probably be another actor event which sets facing towards the damage source.
Could you give me an example of this? I've been setting up Set Rotation From messages but they're not working correctly. Host SOps don't seem to change anything either (at least not dynamically).
As you are using a damage response I would host an invisible model onto the attacking unit and use a reference set action to change the target of a SOp(Forward Vector) SOp to the created model. Or something similar.
I'm not familiar with the Reference Set messages, so I'd need an example there. Also, if I understand correctly, wouldn't I accomplish the same thing by simply giving the shield impact model's Host Site Ops a Forward Vector SOp with a Host Forward referencing the damage source (not sure if there's a system reference I could use for that, though I could probaby use an alias). If that's the case, I've already tried this with various potential hosts and none have made a difference.
Ok, so I tried your idea but just as a proof-of-concept. Below is how I configured it. It produced no visually discernible effect.
The Forward Vector SOp
Reference Set is based of an actor that is already in the game (for testing purposes, if it had worked I would'v done gone further with the intermediary route)
The shield impact ModelAddition (configured by Host SOp, for testing purposes)
Holy mother of christ I figured it out after a day of trial and error!
Turns out your idea was pretty close, but I had to literally try out every single freaking system reference that existed to find one that would give me the result I wanted, and it turned out that configuring my Vector Forward SOp with a System reference of "Last Target Unit" did the trick!
This opens up a floodgate of possibilities for custom shields on my map without the need to actually give units shield stats, which is pretty freaking awesome.
Working with weapons and targeted abilities for sure. I had the same thought cross my mind, I have a feeling this setup may not work for self-cast AoE abilities, but I'll find out when the time comes. For now it works flawlessly.
Hi, I know this topic is 7 years old, but it did remain stuck in my head as "that really hard thing I could read over and over and never understand".
After years of playing around with the editor it came back to me and I finally figured it out, only to not fully work when I managed to replicate it. I went onto recicle the concept and I did make it work! With a dummy damage response effect on the Behaviour instead of the "Damage Handled" message: (I used "Effect.dummyDamageResponseEffect.start (at Target) Create")
I wanted to thank you for this odd and difficult conundrum of yours, that ended up inspiring me to never give up on what you are trying to accomplish.
I'm still curious to know how you actually did it, and if it still works for you, as the editor got updated during the years, I would be happy to know that and what happened to this really cool map of yours, did you ever publish it? it looks dope
Cheers
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Is it possible to create shield impact splats (like protoss units) on units that do not have shields?
I am aware that I could just give said units shields and modify their model attachment properties to give them shield splats, but the point of this question is to give the visual shield impact without actually giving units any Shield Stats (for example, in the case of a Behaviour with a Modify Damage Response).
I have tried playing around with the Shield and Shield Impact Actor Events in hopes of creating shield impacts on units that are not Shield Capable, to no avail.
I am also aware that I can (and have) just create a Model Actor with a shield impact effect model and have it respond to Damage Taken or Damage Response Messages. While it is an acceptable substitute, I would really like to have non-shield units get the same dynamic shield impacts as Protoss units (especially the directional impacts) in an easy-to-implement way. Is this possible?
I'm not sure I understand what you mean by "a copy of the shield". The units in question are already set up to have 0 shields in all respects. I just want the visual impact effects to show up at will. If you mean setting up a behaviour that gives 0 shields, that doesn't do anything, unless there's a specific flag that enables shield impacts in there somewhere that I'm not aware of.
Yes. Go to the model for the unit and add an entry under the attachment properties field and change the keys so that one of the attachment points alreay on the model is referred to as "Shield".
EDIT: Sorry if that's not specific enough, I'm on mobile now.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
As I said in my original post, that only works for units that already have or are given shield stats. Otherwise modifying these fields has no impact on the model whatsoever. Attached screenshot for proof:
The generic Shield Impact type actor has a Validate Unit term that looks if the unit has >0 shield. Making a custom one would be a solution.
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've tried this already, and it had no effect. I also tried editing the original actor by removing the ValidateUnit Term, but even that changed nothing. It seems like a unit must have shield stats in order for visuals to appear. If I could get a proof-of-concept showing otherwise, that would be the direction I'd like to head towards.
Have you tried attaching an invisible dummy model with shield attachments actors to the dynamically shielded target actor? I recall attaching actors to a unit actor gives them more damage points so I would imagine the same would happen with shield attachment points.
Interesting idea, but after trying it out (attaching both a Model and an Actor with shield Attachment Properties) it just leads to the exact same problem I had before - models and actors don't have Shield stats, so attaching a random model or actor with shield attachment points will not make the impact actors show up (nor do they even appear to have a shield radius).
Ok, so maybe, just maybe, this is impossible to do with Shield and Shield Impact Actors. Can I at least have a way to orient my ModelAddition Actor so that it faces towards the impact point of a weapon/ability directed at it?
In the video below, I set up a ModelAddition Actor to respond to Behaviour - "Damage Handled" Events so everytime my behaviour (a shield with a Damage Response amount) absorbs damage it creates itself. However, as you can see below, the actor always faces the same direction (looks like the Forward vector of my Battlecruiser), rather than in the direction of where the damage came from.
How would I set up my actors so this Model orients itself in such a way as to appear in the direction of where the damage is coming from?
You will need to orientate it to target the damage source. This will probably be another actor event which sets facing towards the damage source.
One solution would be to add a shield attachment to all unit models. If the editor allowed one to access the XML in a SQL database like way one could write a SQL query which could setup a generic shield attachment for all unit models. Sad this is not possible...
As you are using a damage response I would host an invisible model onto the attacking unit and use a reference set action to change the target of a SOp(Forward Vector) SOp to the created model. Or something similar.
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'm not familiar with the Reference Set messages, so I'd need an example there. Also, if I understand correctly, wouldn't I accomplish the same thing by simply giving the shield impact model's Host Site Ops a Forward Vector SOp with a Host Forward referencing the damage source (not sure if there's a system reference I could use for that, though I could probaby use an alias). If that's the case, I've already tried this with various potential hosts and none have made a difference.
Maybe if you use a System reference you could. Although I have my doubts you could do it so directly given the choices.
Still say create an intermediate model that is used to become the host. Similar to the Raynor snipe but without using a global reference.
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
Ok, so I tried your idea but just as a proof-of-concept. Below is how I configured it. It produced no visually discernible effect.
The Forward Vector SOp
Reference Set is based of an actor that is already in the game (for testing purposes, if it had worked I would'v done gone further with the intermediary route)
The shield impact ModelAddition (configured by Host SOp, for testing purposes)
Recommendations?
Holy mother of christ I figured it out after a day of trial and error!
Turns out your idea was pretty close, but I had to literally try out every single freaking system reference that existed to find one that would give me the result I wanted, and it turned out that configuring my Vector Forward SOp with a System reference of "Last Target Unit" did the trick!
This opens up a floodgate of possibilities for custom shields on my map without the need to actually give units shield stats, which is pretty freaking awesome.
Case closed!
Glad you got there eventually.
Sure there are no bugs when the unit has weapons?
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
Working with weapons and targeted abilities for sure. I had the same thought cross my mind, I have a feeling this setup may not work for self-cast AoE abilities, but I'll find out when the time comes. For now it works flawlessly.
In reply to _ForgeUser22400349:
Hi, I know this topic is 7 years old, but it did remain stuck in my head as "that really hard thing I could read over and over and never understand".
After years of playing around with the editor it came back to me and I finally figured it out, only to not fully work when I managed to replicate it.
I went onto recicle the concept and I did make it work! With a dummy damage response effect on the Behaviour instead of the "Damage Handled" message: (I used "Effect.dummyDamageResponseEffect.start (at Target) Create")
I wanted to thank you for this odd and difficult conundrum of yours, that ended up inspiring me to never give up on what you are trying to accomplish.
I'm still curious to know how you actually did it, and if it still works for you, as the editor got updated during the years, I would be happy to know that and what happened to this really cool map of yours, did you ever publish it? it looks dope
Cheers