[Solved] I didn't think it was going to be this easy which is why I was putting this off for such a while. I thought there was numerous effects and other kinds of things involved in making this and it turned out that all I need was a properly set up arm magazine on the right unit. I still have some questions related to it though. I'll get started with the next set of questions:
1. Distance and Leash?
I wanted to know what the difference was between the info-distance and basic-leash fields. They seem to function similarly, but I am not quite sure how they differ specifically
2. Leash Retarget and flags?
I wanted to know what leash retarget does and what each of the flags recall, ignore, and destroy do for future knowledge in case I might need to use these. Other than these things, I seem to understand the rest of the fields.
3. Goliath and Thor Launch Points
I created new Goliath weapons for different types of Goliath's and thors of a different size. What I would like to know now is how to get attach 2 types models on Goliath's and thors as they attack. So far, I have only managed to get them attached to one of their guns at a given time.
4. Complications with the Primal Hatchery Rally
This is the original hots primal hatchery. A while ago, I mentioned that I was having some complications with rallies. For the primal hatchery, I have tried using hatchery - rally and set it to worker rally. I made absolutely sure that I was using the same one as the regular hatcheries. When I put this rally button on the hatchery, it is not even clickable. It shows up, but clicking on it does nothing. I wondered if there could be something about the hatchery itself preventing like an ability.
1. Distance is how far the unit tries to hold itself from the host when moving (the angle also is a factor) and the leash is the distance that if the unit moves past while attacking or doing some other action it is forced to cancel what it is doing and return to the distance/angle position relative to the host. For example you can have an external arm magazine ability on a passive unit that makes a wall of zerglings around the unit which can each be selected and ordered to attack separate targets but they will all stop attacking if they move out the leash range and return to the distance.
2. You mean the Ability: Info - Manage field? Recall makes the ammo units if internal return to the host when the host changes target, Ignore makes them continue attacking the previous target and Destroy suicides the ammo units once the host is no longer attacking the target.
Flag wise Retarget means the ammo units automatically start attacking the unit in the scope of the Attack ability of the host if it selects a new target while the rest are pretty standard.
3. Under the Action actor use Attach Methods of the Pattern type. Read the recent data forum thread on the marauder for details.
4. You checked the requirements for the ability? Checked the unit has the ability and has it linked to the command card to the right ability command?
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1-3. Thank you. All of that advice was really useful. 4. I am going to look into it more closely. Probably something I missed.
I have a few more questions today. Although most of my major questions are in the trigger section.
1. Megalith moving up and chasms despite being a ground unit
It does not fly, but what it does not collide with map edges like most units. Under movement, its listed as a ground/air unit with the only collision being flying immobile. When I tried Kerrigan - Void ground/air with only the collision flying immobile, she did not seem to operate any differently. I don't want to remove this capability from the Megalith, but what I want to know is how to replicate it in other ground units.
2. Infested Tech Labs face different direction each time they are built.
Each time an infested tech lab is built, it is a random direction each time even though I have specified under the stats facing 225. I wanted to know why this might be happening and what could be done to fix it?
This is the link to my thread with the majority of the questions.
Ah ha. Yep. It had to do with the mover. Well now that I know what causes the megalith to do this, I can apply this to other types of units.
2. [solved] Darn. Should have thought of that!
I have two questions for today that are data related as follows:
1. How to add a tinted launch model to a action actor.
I would like to tint the firebat weapon blue and has it as the launch model for the firebat. The tinting is working fine. Problem is that I am unsure how to add tinted models to the launch section of impact actions. I am so happy that I've learned about the launch points as well as adding impact and launch models though. So much has gotten finished since that.
[Solved] Worked perfectly as I am sure you know it would. Glad I've finally learned how this is done. So much work got done after this was figured out. Here are my new data questions for today:
1. How to order a worker to start mining the nearest resources?
In one of my factions, works are spawned via an create unit effect. When this happens they don't go directly to their nearest resources. I wanted to know if there was a solid way of ordering them to mine the nearest resources.
2. How to self apply missile movers to a unit?
A while ago around page 2-3, I recall you said that abilities like the hunterling jump are created via self applying missile movers. I wondered if you could elaborate more on how this is done as well as what ends the missile movement.
1. Get the Create Unit effect to use a Search Area effect that uses an Issue Order effect to use the Harvest ability (similar to how the Mule does it). If the unit creating it has a Rally ability you can use a Modify Unit effect to get it to go to the rally.
2. You use a Launch Missile effect with no ammo unit specified. This uses the caster as the ammo unit and by having the Effect: Death Type set to none the unit is kept alive on impact.
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1. This is what I was thinking of doing, but I am not quite sure how to set it up in terms of how the search will call the worker to a point. So here is what I am gathering:
1.1 Make a search ability
1.2 Have that search ability. But do I have it use a search effect first on the minerals, then search again to order the worker?
1.3 I was noticing that the gather ability for workers is an effect-cast ability. This means it would first need to be selected then search again for minerals or am I missing something?
Can you also elaborate a bit more about the modify unit method? It sounds somewhat less complicated. What would I need to input in a modify unit effect for it to work?
2. I am going to give this a try soon. Just wanted to ask about 1 before evening rolls around.
1. Simply put a Combine validator that uses several Unit Type validators that looks for resource units under the Issue order effect.
1.2. If you are already using a search effect before creating the unit then you just need to do like the mule and have a Set effect after the search before your create unit effect and use the target of the set effect as the frame of reference for your created unit to be issued to.
1.3. Gather is an ability of the Harvest type. As the Calldown MULE (Issue Order) proves you can order it to a specific target. The Rally type ability can order workers to automatically start harvesting. The Modify Unit effect has the (None): Rally Unit fields that determine a unit whose rally point is to be used for their destination (eg.LocustMPRally).
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2. Pictures are showing up different colors and tints than originally taken in game.
I took some pictures to display for the in game factions that the mod has. When I uploaded these pictures though, they all showed up a different tint then what I originally took. I double checked just to make sure. The pictures I am talking about are the ones placed under Battle.net info>screenshots and how to play. I wondered if there might be any way of preventing the tints from changing or fixing this. This is not the worst issues in the world, but if it can get solved relatively easily, then I would definitely like to try.
Np. I think will be able to figure it out eventually. My next question is about getting turrets to turn. You see I have a structure that doesn't have a special turret model like siege tanks or missile turrets. I simply want the entire structure to turn facing the structure that it is attacking. So far, I've have already confirmed it is turnable and its weapon is fully functional, but it won't turn. What is needed to get the entire structure turning towards its target like spore crawlers?
You need to make the Unit actor use a model with a turret that is set to 0 opacity and host the desired visuals as a Model type actor on it. If the unit is able to turn and has the speed and acceleration to do so then you can skip the turret completely.
Alright.I think this will solve the problem. I am going to try this soon. Here is two new questions.
1. Getting Taylormouse's Models working.
I am trying to use this model from Taylormouse. It has been downloaded many times apparently, but when I tried to import this into the editor, it said that the core file was not found. I tried multiple times more, trying to make sure I got the file loaded in right. Hasn't been working. Since Taylor mouse has not been active for a while, I thought I might ask you about this. Maybe there is something I need to load this into the editor that I don't have. This is also happening with other of Taylormouse's model's I've tried.
2. Getting Attachments done the right way.
Okay so this is probably the 3-4th time I've asked you about how to properly attach a model to another unit the right way so that it follows the unit as it moves. Unlike those other times, I am ready to dedicate full energy and focus to this and won't be postponing this until the issue is figuring out once and for all. I would like it if you could explain from the beginning how this is done. I know that there needs to be an SOP attachment and some sort of model actor to make this work. I want to know about this so I can start creating some very interesting types of custom units.
1. You imported the textures first followed by the model down the correct file path? I would advise asking in the artist tavern forum.
2. As you said you use a Model type actor and under the Art: Model field specify the visual you want. Under Hosting: Host - Subject you specify which actor you want it attached to. Under Hosting: Host Site Operations - Operations you put in your SOps. Finally under the Event: Events+ fields you put in an event that creates the actor either on the host triggered by actor creation or on the attachment based on unit birth or a behaviour. SOp wise start with a SOp (Attachment) to specify what attachment point on the host model to attach to (use the cutscenes editor to find what your options are) followed by a SOp (Explicit Rotation) to turn the modal radially, a SOp (Local Offset) to position it and then another SOp (Explicit Rotation) or two to get the final facing angle. Some models do not automatically update their bearing unless the unit is moving so you need to use a SOp (Rotator) with 0 rotation speed to force an update in these rare situations.
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Alright. I've finally managed to get a model attached to another unit the right away and it seems to be moving with the unit as it should. I've also figured out how to get its animations working properly. I do have one question in this regards.
1. How to get the turret to turn when attacking?
The only thing that does not seem to be working right is the turret's ability to turn. I've tried adding a spore crawler turret to it for now. Nothing is happening with this so I wondered what the process for getting this set up would be?
You need a Turret type actor that is created on the actor with the turret. If it is on an attachment the Attachment: Turret Body - Subject field is required. Also have you specified a turret under the Units data type?
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Alright. I have a turret actor created with the attachment: turret subject specified. One thing I was wondering though is if there is anything I need to specify under the yaw and pitch query? I have specified a spore crawler turret yes unless you meant something unless. This is specified under the weapon.
In reply to DrSuperEvil:
[Solved] I didn't think it was going to be this easy which is why I was putting this off for such a while. I thought there was numerous effects and other kinds of things involved in making this and it turned out that all I need was a properly set up arm magazine on the right unit. I still have some questions related to it though. I'll get started with the next set of questions:
1. Distance and Leash?
I wanted to know what the difference was between the info-distance and basic-leash fields. They seem to function similarly, but I am not quite sure how they differ specifically
2. Leash Retarget and flags?
I wanted to know what leash retarget does and what each of the flags recall, ignore, and destroy do for future knowledge in case I might need to use these. Other than these things, I seem to understand the rest of the fields.
3. Goliath and Thor Launch Points
I created new Goliath weapons for different types of Goliath's and thors of a different size. What I would like to know now is how to get attach 2 types models on Goliath's and thors as they attack. So far, I have only managed to get them attached to one of their guns at a given time.
4. Complications with the Primal Hatchery Rally
This is the original hots primal hatchery. A while ago, I mentioned that I was having some complications with rallies. For the primal hatchery, I have tried using hatchery - rally and set it to worker rally. I made absolutely sure that I was using the same one as the regular hatcheries. When I put this rally button on the hatchery, it is not even clickable. It shows up, but clicking on it does nothing. I wondered if there could be something about the hatchery itself preventing like an ability.
1. Distance is how far the unit tries to hold itself from the host when moving (the angle also is a factor) and the leash is the distance that if the unit moves past while attacking or doing some other action it is forced to cancel what it is doing and return to the distance/angle position relative to the host. For example you can have an external arm magazine ability on a passive unit that makes a wall of zerglings around the unit which can each be selected and ordered to attack separate targets but they will all stop attacking if they move out the leash range and return to the distance.
2. You mean the Ability: Info - Manage field? Recall makes the ammo units if internal return to the host when the host changes target, Ignore makes them continue attacking the previous target and Destroy suicides the ammo units once the host is no longer attacking the target.
Flag wise Retarget means the ammo units automatically start attacking the unit in the scope of the Attack ability of the host if it selects a new target while the rest are pretty standard.
3. Under the Action actor use Attach Methods of the Pattern type. Read the recent data forum thread on the marauder for details.
4. You checked the requirements for the ability? Checked the unit has the ability and has it linked to the command card to the right ability command?
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
In reply to DrSuperEvil:
I now know enough about triggers that I might be able to give some advice.
1. Try swapping the model used by the actor and see if that changes it. Second look at the mover used by the unit. Check if the actor has any SOps.
2. Is the Turnable flag disabled?
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In reply to DrSuperEvil:
1. Under the Combat: Launch Model field of the Action actor you set a Model type actor that uses a tint.
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In reply to DrSuperEvil:
[Solved] Worked perfectly as I am sure you know it would. Glad I've finally learned how this is done. So much work got done after this was figured out. Here are my new data questions for today:
1. How to order a worker to start mining the nearest resources?
1. Get the Create Unit effect to use a Search Area effect that uses an Issue Order effect to use the Harvest ability (similar to how the Mule does it). If the unit creating it has a Rally ability you can use a Modify Unit effect to get it to go to the rally.
2. You use a Launch Missile effect with no ammo unit specified. This uses the caster as the ammo unit and by having the Effect: Death Type set to none the unit is kept alive on impact.
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
In reply to DrSuperEvil:
1. This is what I was thinking of doing, but I am not quite sure how to set it up in terms of how the search will call the worker to a point. So here is what I am gathering:
1.1 Make a search ability
1.2 Have that search ability. But do I have it use a search effect first on the minerals, then search again to order the worker?
1.3 I was noticing that the gather ability for workers is an effect-cast ability. This means it would first need to be selected then search again for minerals or am I missing something?
Can you also elaborate a bit more about the modify unit method? It sounds somewhat less complicated. What would I need to input in a modify unit effect for it to work?
2. I am going to give this a try soon. Just wanted to ask about 1 before evening rolls around.
1. Simply put a Combine validator that uses several Unit Type validators that looks for resource units under the Issue order effect.
1.2. If you are already using a search effect before creating the unit then you just need to do like the mule and have a Set effect after the search before your create unit effect and use the target of the set effect as the frame of reference for your created unit to be issued to.
1.3. Gather is an ability of the Harvest type. As the Calldown MULE (Issue Order) proves you can order it to a specific target. The Rally type ability can order workers to automatically start harvesting. The Modify Unit effect has the (None): Rally Unit fields that determine a unit whose rally point is to be used for their destination (eg.LocustMPRally).
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
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In reply to DrSuperEvil:
1.1-1.3. Going to be working on these today.
Here is my new question:
2. Pictures are showing up different colors and tints than originally taken in game.
I took some pictures to display for the in game factions that the mod has. When I uploaded these pictures though, they all showed up a different tint then what I originally took. I double checked just to make sure. The pictures I am talking about are the ones placed under Battle.net info>screenshots and how to play. I wondered if there might be any way of preventing the tints from changing or fixing this. This is not the worst issues in the world, but if it can get solved relatively easily, then I would definitely like to try.
1. You could also use a Unit Filter validator that looks for harvestable resources.
2. I have no idea how to fix that one.
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In reply to DrSuperEvil:
You need to make the Unit actor use a model with a turret that is set to 0 opacity and host the desired visuals as a Model type actor on it. If the unit is able to turn and has the speed and acceleration to do so then you can skip the turret completely.
For a demo map showing how to do the first method: https://www.sc2mapster.com/projects/the-assets-of-evil/files/2499781
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In reply to DrSuperEvil:
1. You imported the textures first followed by the model down the correct file path? I would advise asking in the artist tavern forum.
2. As you said you use a Model type actor and under the Art: Model field specify the visual you want. Under Hosting: Host - Subject you specify which actor you want it attached to. Under Hosting: Host Site Operations - Operations you put in your SOps. Finally under the Event: Events+ fields you put in an event that creates the actor either on the host triggered by actor creation or on the attachment based on unit birth or a behaviour. SOp wise start with a SOp (Attachment) to specify what attachment point on the host model to attach to (use the cutscenes editor to find what your options are) followed by a SOp (Explicit Rotation) to turn the modal radially, a SOp (Local Offset) to position it and then another SOp (Explicit Rotation) or two to get the final facing angle. Some models do not automatically update their bearing unless the unit is moving so you need to use a SOp (Rotator) with 0 rotation speed to force an update in these rare situations.
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
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In reply to DrSuperEvil:
You need a Turret type actor that is created on the actor with the turret. If it is on an attachment the Attachment: Turret Body - Subject field is required. Also have you specified a turret under the Units data type?
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In reply to DrSuperEvil:
Defaults should be enough (TurretZ).
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