I am a bit late today. Very busy day. Hopefully not to let for a few questions. Here are my questions for today.
3. How to turn attached models to face the direction that its host model moves slowly.
Kind of in a way like colossi turn their heads slowly when selecting a different location to turn. You can see in the picture what I would like to do. The host model, I also want to figet facing different randomized directions within a 135 degrees of the direction its facing or so.
*Also. Thought it would be worth mentioning that when I started trying that advice you have me to how to have weapons shoot from attachment points on attached models it started working for just about every single weapon I've tried it on just perfectly. For some reason it is not working right in that one specific situation which is why I will need to check everything meticulously to see if I can find out something wrong with it first.
3. That is handled by a turret from the Turrets data type with the Basic: Idle field set to Follow Movement. The idle turn rate is also determined by the turret. Have we covered how to do turrets on attached models?
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Yes. I clearly understand it now. You explained how to get turrets to turn in an earlier post. I've tried the method that you have suggest and it has been working great. My next questions for today are as follows:
1. How to change the offset of minerals carried by workers?
For some factions I decided to use a different worker and the mineral in some cases is being carried in a less than ideal location. I just wanted to know how this is properly offset?
For now I think this is the only question. Mean while I am trying to get the remained of the special units done and their weapons.
The Carry Mineral Field Minerals Model actor is by default hosted on the Hard Point attachment point. You would need to modify the actor to use Host Site Operations Set actor event actions validated by RefEquals terms used to determine the host actor.
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Alright. That almost solved the problem. Another one arose. I'll get started with todays questions:
1. How to specify events to only happen when the behavior is at a specifically targeted unit?
When I found that actor you specified before, I quickly realize how it was being enabled and turned off. Now the thing I would like to know is how I can specify certain behavior related events to only happen when at a specific unit. I want to do it this way since I'd rather not create separate behaviors for each vespene harvester.
1.1 How would I go about setting up a Ref?
Self explanatory.
2. How to set up a mover for when a unit moves off a map side cliff?
I have some units which are ground units, but able to move off map side cliffs rather than just simply regular cliff jumping. Similar to jump movers that happen when going offside a regular cliff, is it possible to make one of these for units that go off map side cliffs? Mapside cliffs as in walking into locations that would otherwise be impassable for ground units.
2.1 Crawling up and down cliffsides?
Similar to 2, but what I wanted to know is if it is possible to make units crawl up and down cliffs other than necessarily just jumping?
3. For units that I have firing multiple weapons, some seem to be getting canceled out despite the lack of backswing.
An example is this unit. It uses a weapon for its turret that has copied from Karax's beam weapon, then adjusted and a standard reaver attack with adjusted stats. Currently there are just those two types of weapons on it. For whatever reason, the weapons will sometimes fire each in different order, but are sometimes getting canceled out. Both weapons don't have any backswing and exactly the same range.
4. [Important] Attachment points in the editor aren't showing up.
Earlier I did something where I accidentally pressed a bunch of keys in the keyboard, then a bunch of settings were changed. The default terrain shown in the cutscene editor changed, a whole bunch of help fields came up and the attachment points stopped showing up. Now I made absolutely sure to check that attachment points was checked under render>geometry+Attachments points. For whatever reason, they just aren't showing up anyway. Weirdly they aren't showing up even when I start a new map or restart the computer. This doesn't seem like an error, but it feels like I accidentally started some settings that I did not want up.
5. What does backswing and damage point do?
I have seen this under weapons fields. Not sure what they do.
1. There are two methods. First you can use a Validate Unit term for a self destruct which uses a Unit Type validator to destroy the actor if it is not the correct unit. For actor events that are not creation related you can just validate if it is the correct unit. Alternatively you can use a RefEquals term to determine if the left reference name set to ::Host is equal to the actor for the desired unit.
1.1. There are three kinds of references. System are ones used by the fields of the actors for example ::Main (base of the actor tree), ::Host (the host of the actor using the reference) and ::Supporter (the supporter actor set under the fields of the same name). Scope references use the scope of actors linked to effects (target, caster, outer, source etc.) to find their launch, impact or host actor and are local. Global references can only have a single actor being linked to the reference.
2. A Scaler type mover? What do you mean by a map side cliff? You need to add pathing blocker doodads to such areas to prevent a colossus going MIA.
3. Check if they are channelled. Also do not forget preswing.
4. No idea what could be the cause. Only answer I can give is mess with the render or view settings.
5. Backswing is how long after the weapon has fired before other weapons can fire. Damage Point is how long after the weapon has fired before the effect is used.
Notice that there is a ground unit moving off the side of this map although it be hard to see. By map side cliffs, I am talking about cliff sides like these that normally would be impossible to walk for ground units.
Also. What do you mean by preventing the colossus from going MIA?
3. Checks out.
One thing I am not clear about is how to check if the weapon is channeled or not. Is this done on the damage effect or some sort of other part that makes up the weapon?
4. Fixed
Turned out that I had helpers disabled which was preventing attachment points from being disabled. Figured out how to change the cutscene terrain as well as disable it.
5. Good to know.
My new question for today:
6. How to prevent attachments from getting glaze, transparency and texture changes from the host?
In some instances I want the host only to have a certain glaze, texture of transparency.
2. You are probably going to have to use ground unpathable for those areas. Missing In Action (a military term).
3. Under Weapon: Legacy Options are several associated flags and channelled weapons like the void ray often have a Create Persistent effect with the Channelled flag. Buffs can also be channelled. It basically means that the full attention of the unit is required to use the ability/weapon if channelled and it will stop being able to use anything else.
6. The Properties: Accepted Property Transfers field is what is given to attached models and Properties: Inherited Properties is what it gets from the host.
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2. Going to test this out on maps with doodads on the offside parts of the maps.
3. Alright.
So far, this has fixed 2 weapons with this issue so far. I will be checking the others today.
6. Good to know. It seems to be working right now.
_________________________________________________
New questions for today as follows:
1. How Set an animation to stop a very specific time?
In this video, you will notice that this unit is using a greater spire as one of its turret hands that has its animation frozen in place. I wanted to know how one might be able to specific an animation like this so as to have it stopped a specified point for similar results? This could be very useful with making more composite units.
2. Increasing and decreasing animation speed.
Similar to question 1, but with regards to animation speed. I may have asked this a while ago, but I think I should be able to understand it now. There was an earlier time which I had absolutely no idea how to get things working with events.
3. Revisiting the Caterpillar Question
The Protoss snake demo is I am already using for something else so I cannot just simply alter that to make the doom catacrawler. After some hard thinking, I have decided that I want to go the unit based approach in this with multiple segments that can be destroyed to ultimately destroy the whole unit. I think I understand how to set up a conjoined behavior linking vitals. What I would like is so elaboration what trigger related work I would need to do and how I would get the unit following each unit behind one leading unit.
1. Use a timer or model event with an Animation Set Paused/Animation Set Paused All actor event action.
2. Under actor events use Animation Set Time Scale.
3. Use the thorner01 WOL campaign map Spawn Trains and Train Movement triggers for inspiration. For a data solution I would suggest a series of Create Unit effects that apply buffs to the created unit periodically ordering them to move to the source unit (their creator). Apply Force effects can be used to ensure that no unit strays too far. Actor wise use SOp(Forward Vector) SOps that use the scope of the source effect to find the actor to face.
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3. If there is a data solution to this, I'd definitely be inclined to try that first. Are you suggesting that I create the segments of the caterpillar using create unit effects or just use them as to set up the effects which order them to move? I think I understand the apply force part and sop forward vector, but I need to make more progress on this to see what I am unsure about or really know yet.
My next questions for today:
4. Complications with Beam based Turrets
So far every since you have taught me how to specify the site to attack from in order to make weapons shot from an attached turret it has been working fine with just about every unit I've tried it on. However there were just a few units that it is not working on. All of them have one thing in common. They are all beam based weapons with no specific beam actor. All of these beam weapons that have this issue were initially copied from Karax's default beam weapon. They have action actors, but no beams specified since there are no beam actors creating the beams, but model actors instead. Now this could be quite complicated and it might be difficult for you to determine what could be the issue from your standpoint here, but I am trying to figure out what could possibly be the reason why it is not working. I've doubled checked that the action actor has launch for site ticked and the proper site actor specified under launch site. I've also checked the the site actor itself has the proper attachment points specified and correct model actor specified. It would seem like it should be working since it follows the same format of the other ones that are working, but it fails to work.
5. How to set up site actors for situations in which multiple attachment points or patterns might be needed?
There is some site actors that I am trying to set up to fire from a set of attachment points that normally patterns would do, but I see no part for specifying patterns here. Just wanted to know how this is done.
3. For the data solution I mean both. You have a group of effects that are repeated for each segment and applied by the effect field of the previous Create Unit effect. Each segment creates a unit, applies a buff to it making the segment move towards the creator and applying a force to keep it close before getting the segment to create the next.
4. The Beam (Simple) type actor has Launch and Impact hosting fields. Could you give the specific actors you are looking at? So you checked the actor set under the Art: Beam field of the Action actor?
5. You would probably need to do like the hellion range increase and dynamically set the hosting reference based on a status that changes with each shot fired (like the marauder). Never tried it myself but it should work. Else destroy and create the site actor using a host alias on the model actors that will do the hosting.
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Been hard at work getting lots of stuff done for the mod. I am still not quite ready to address 3, 4, and 5, but a simple issue has come up which is why I needed to see if you know what is causing this problem. Since I am asking there also another question I had. That makes two questions for today.
1. The side menu with the list of units disappeared.
When looking at maps there is a location, you can look up units, structures, heroes, characters etc on a side menu normally on the screen to the left. Yesterday I accidentally mashed a few buttons and it disappeared. I tried enabling the "Show UI" options, but this only partiarially fixed it. I am hoping you might know how to renable this menu or if there is a way to set the general settings of the editor back to default without deleting or harming important data.
2. Achievements
I was noticing in the Arcade game"Ultimate Boss Battles" that it awards achievements. When I searched up the trigger "Award Achievement" though, I noticed it says that it only works on Blizzard signed maps. What does this mean and is it possible to get an Achievement system set up for mods?
1. I tried this, but its okay. I managed to figured out another way to get some screenshots taken. If only I could get the editor to reset to default settings again.
2. Lots of these appeared to be customized achievements. I'll do some more studying to see if I could figure out how its done though.'
_______________________________________
Questions for today:
3. How to have walking animation play when a unit moves?
I tried making a movable structure that looks like a widow mine. Copied it from the Command Center. Whenever the widow mine starts moving, there is no leg walking animation. I wanted to know how one could get animation to play for a unit while it is moving.
4. How to have a unit using a specific facing every time it spawns regardless of whether or not it has the turnable flag.
There are certain units that I want to have the ability to turn, but also to be facing a specific direction every time they spawn. The issue is that the face a random direction each time that they are spawned. The only solution I've found to this so far is removing the turnable flag. I wanted to know if there was a way to prevent this without disabling the turnable flag.
5. How to set a building as a resource drop off for workers?
3. In the Actor, there is a "Animation:Baselines" field, where there are 2 index's (Stand and Walk). Put the walk animation in the Walk index.
4. I have not done this, but there is a "Set Facing" message in the Actor's Event field. It might work if turnable flag is on.
5. In the Unit, there is a field called "Behavior: Resource Drop Off" where you can specify what resources can be dropped off there (You might need to turn on the "Town Hall" flag).
3. Under the Animation: Baselines - Animation Properties field you specify the walk animation and the Animation: Walk Animation Movement Speed field sets how fast. Remember the spider mine has a bugged animation unless you are using the fixed model downloaded from this site.
4. You set the rotation under the Create Unit effect (Set Facing flag) or the abilities used to create them. You can also use a Modify Unit effect to adjust the facing (eg. Make Caster Facing Target Point).
5. Under the Units data type the Behavior: Resource Drop Off field.
Thank you all for the responses. I am going to be trying these soon. There is a long list of issues that I am trying to do. I do have a few questions for today. Two are related to sounds.
1. How to have a structure count as a base?
I tried to turn a structure that was copied from a forge into a base. It is almost function properly save for one issue. Since it is not counting as a base, the player is getting revealed the moment the game starts. I tried setting the town hall flag on. Did not change anything. What does the town hall fall do anyway?
2. How to make sounds play in a sequential order?
This may seem like a no brainer(and it probably is for someone who knows how). I am trying to make the following sounds here play in sequential order and I have the select method set to sequential. However what happens is that one of them is selected at random to be the first one playing then they start playing in sequential order.
3. What do those sound flags mean?
In particular, I would like to know what wait, variation fallback, purgable, unique duplicates, stream, avoid ducking during play delay and download mean. I feel like it would be a good idea to know what these do just in case they are very important.
1. Town hall flag is able to be used by triggers for AI and for filter recognition. It was added after the penalty reveal. You want the Prevent Defeat, Prevent Destroy and Prevent Reveal flags.
2/3. Unfortunately I have never messed with sounds so my knowledge is limited. The Download flag means the sound asset is preloaded into the memory while Stream means the sound will be included if streaming.
1. Noted
2. Going to be looking into this again soon.
I am a bit late today. Very busy day. Hopefully not to let for a few questions. Here are my questions for today.
3. How to turn attached models to face the direction that its host model moves slowly.
Kind of in a way like colossi turn their heads slowly when selecting a different location to turn. You can see in the picture what I would like to do. The host model, I also want to figet facing different randomized directions within a 135 degrees of the direction its facing or so.
*Also. Thought it would be worth mentioning that when I started trying that advice you have me to how to have weapons shoot from attachment points on attached models it started working for just about every single weapon I've tried it on just perfectly. For some reason it is not working right in that one specific situation which is why I will need to check everything meticulously to see if I can find out something wrong with it first.
3. That is handled by a turret from the Turrets data type with the Basic: Idle field set to Follow Movement. The idle turn rate is also determined by the turret. Have we covered how to do turrets on attached models?
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In reply to DrSuperEvil:
The Carry Mineral Field Minerals Model actor is by default hosted on the Hard Point attachment point. You would need to modify the actor to use Host Site Operations Set actor event actions validated by RefEquals terms used to determine the host actor.
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In reply to DrSuperEvil:
Alright. That almost solved the problem. Another one arose. I'll get started with todays questions:
1. How to specify events to only happen when the behavior is at a specifically targeted unit?
When I found that actor you specified before, I quickly realize how it was being enabled and turned off. Now the thing I would like to know is how I can specify certain behavior related events to only happen when at a specific unit. I want to do it this way since I'd rather not create separate behaviors for each vespene harvester.
1.1 How would I go about setting up a Ref?
Self explanatory.
2. How to set up a mover for when a unit moves off a map side cliff?
I have some units which are ground units, but able to move off map side cliffs rather than just simply regular cliff jumping. Similar to jump movers that happen when going offside a regular cliff, is it possible to make one of these for units that go off map side cliffs? Mapside cliffs as in walking into locations that would otherwise be impassable for ground units.
2.1 Crawling up and down cliffsides?
Similar to 2, but what I wanted to know is if it is possible to make units crawl up and down cliffs other than necessarily just jumping?
3. For units that I have firing multiple weapons, some seem to be getting canceled out despite the lack of backswing.
An example is this unit. It uses a weapon for its turret that has copied from Karax's beam weapon, then adjusted and a standard reaver attack with adjusted stats. Currently there are just those two types of weapons on it. For whatever reason, the weapons will sometimes fire each in different order, but are sometimes getting canceled out. Both weapons don't have any backswing and exactly the same range.
4. [Important] Attachment points in the editor aren't showing up.
Earlier I did something where I accidentally pressed a bunch of keys in the keyboard, then a bunch of settings were changed. The default terrain shown in the cutscene editor changed, a whole bunch of help fields came up and the attachment points stopped showing up. Now I made absolutely sure to check that attachment points was checked under render>geometry+Attachments points. For whatever reason, they just aren't showing up anyway. Weirdly they aren't showing up even when I start a new map or restart the computer. This doesn't seem like an error, but it feels like I accidentally started some settings that I did not want up.
5. What does backswing and damage point do?
I have seen this under weapons fields. Not sure what they do.
1. There are two methods. First you can use a Validate Unit term for a self destruct which uses a Unit Type validator to destroy the actor if it is not the correct unit. For actor events that are not creation related you can just validate if it is the correct unit. Alternatively you can use a RefEquals term to determine if the left reference name set to ::Host is equal to the actor for the desired unit.
1.1. There are three kinds of references. System are ones used by the fields of the actors for example ::Main (base of the actor tree), ::Host (the host of the actor using the reference) and ::Supporter (the supporter actor set under the fields of the same name). Scope references use the scope of actors linked to effects (target, caster, outer, source etc.) to find their launch, impact or host actor and are local. Global references can only have a single actor being linked to the reference.
2. A Scaler type mover? What do you mean by a map side cliff? You need to add pathing blocker doodads to such areas to prevent a colossus going MIA.
3. Check if they are channelled. Also do not forget preswing.
4. No idea what could be the cause. Only answer I can give is mess with the render or view settings.
5. Backswing is how long after the weapon has fired before other weapons can fire. Damage Point is how long after the weapon has fired before the effect is used.
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In reply to DrSuperEvil:
2. You are probably going to have to use ground unpathable for those areas. Missing In Action (a military term).
3. Under Weapon: Legacy Options are several associated flags and channelled weapons like the void ray often have a Create Persistent effect with the Channelled flag. Buffs can also be channelled. It basically means that the full attention of the unit is required to use the ability/weapon if channelled and it will stop being able to use anything else.
6. The Properties: Accepted Property Transfers field is what is given to attached models and Properties: Inherited Properties is what it gets from the host.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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In reply to DrSuperEvil:
1. Use a timer or model event with an Animation Set Paused/Animation Set Paused All actor event action.
2. Under actor events use Animation Set Time Scale.
3. Use the thorner01 WOL campaign map Spawn Trains and Train Movement triggers for inspiration. For a data solution I would suggest a series of Create Unit effects that apply buffs to the created unit periodically ordering them to move to the source unit (their creator). Apply Force effects can be used to ensure that no unit strays too far. Actor wise use SOp(Forward Vector) SOps that use the scope of the source effect to find the actor to face.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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1 and 2 solved.
3. If there is a data solution to this, I'd definitely be inclined to try that first. Are you suggesting that I create the segments of the caterpillar using create unit effects or just use them as to set up the effects which order them to move? I think I understand the apply force part and sop forward vector, but I need to make more progress on this to see what I am unsure about or really know yet.
My next questions for today:
4. Complications with Beam based Turrets
So far every since you have taught me how to specify the site to attack from in order to make weapons shot from an attached turret it has been working fine with just about every unit I've tried it on. However there were just a few units that it is not working on. All of them have one thing in common. They are all beam based weapons with no specific beam actor. All of these beam weapons that have this issue were initially copied from Karax's default beam weapon. They have action actors, but no beams specified since there are no beam actors creating the beams, but model actors instead. Now this could be quite complicated and it might be difficult for you to determine what could be the issue from your standpoint here, but I am trying to figure out what could possibly be the reason why it is not working. I've doubled checked that the action actor has launch for site ticked and the proper site actor specified under launch site. I've also checked the the site actor itself has the proper attachment points specified and correct model actor specified. It would seem like it should be working since it follows the same format of the other ones that are working, but it fails to work.
5. How to set up site actors for situations in which multiple attachment points or patterns might be needed?
There is some site actors that I am trying to set up to fire from a set of attachment points that normally patterns would do, but I see no part for specifying patterns here. Just wanted to know how this is done.
For now I think it is just those two questions.
3. For the data solution I mean both. You have a group of effects that are repeated for each segment and applied by the effect field of the previous Create Unit effect. Each segment creates a unit, applies a buff to it making the segment move towards the creator and applying a force to keep it close before getting the segment to create the next.
4. The Beam (Simple) type actor has Launch and Impact hosting fields. Could you give the specific actors you are looking at? So you checked the actor set under the Art: Beam field of the Action actor?
5. You would probably need to do like the hellion range increase and dynamically set the hosting reference based on a status that changes with each shot fired (like the marauder). Never tried it myself but it should work. Else destroy and create the site actor using a host alias on the model actors that will do the hosting.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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In reply to DrSuperEvil:
Been hard at work getting lots of stuff done for the mod. I am still not quite ready to address 3, 4, and 5, but a simple issue has come up which is why I needed to see if you know what is causing this problem. Since I am asking there also another question I had. That makes two questions for today.
1. The side menu with the list of units disappeared.
When looking at maps there is a location, you can look up units, structures, heroes, characters etc on a side menu normally on the screen to the left. Yesterday I accidentally mashed a few buttons and it disappeared. I tried enabling the "Show UI" options, but this only partiarially fixed it. I am hoping you might know how to renable this menu or if there is a way to set the general settings of the editor back to default without deleting or harming important data.
2. Achievements
I was noticing in the Arcade game"Ultimate Boss Battles" that it awards achievements. When I searched up the trigger "Award Achievement" though, I noticed it says that it only works on Blizzard signed maps. What does this mean and is it possible to get an Achievement system set up for mods?
1. You mean the unit tab of the terrain editor? Try View>Show UI> Show Palette?
2. Probably in game only achievements.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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In reply to DrSuperEvil:
3. In the Actor, there is a "Animation:Baselines" field, where there are 2 index's (Stand and Walk). Put the walk animation in the Walk index.
4. I have not done this, but there is a "Set Facing" message in the Actor's Event field. It might work if turnable flag is on.
5. In the Unit, there is a field called "Behavior: Resource Drop Off" where you can specify what resources can be dropped off there (You might need to turn on the "Town Hall" flag).
3. Under the Animation: Baselines - Animation Properties field you specify the walk animation and the Animation: Walk Animation Movement Speed field sets how fast. Remember the spider mine has a bugged animation unless you are using the fixed model downloaded from this site.
4. You set the rotation under the Create Unit effect (Set Facing flag) or the abilities used to create them. You can also use a Modify Unit effect to adjust the facing (eg. Make Caster Facing Target Point).
5. Under the Units data type the Behavior: Resource Drop Off field.
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i tried :shrug:, if you spawn the units with triggers, there is one that you can specify their facing while creating it.
Thank you all for the responses. I am going to be trying these soon. There is a long list of issues that I am trying to do. I do have a few questions for today. Two are related to sounds.
1. How to have a structure count as a base?
I tried to turn a structure that was copied from a forge into a base. It is almost function properly save for one issue. Since it is not counting as a base, the player is getting revealed the moment the game starts. I tried setting the town hall flag on. Did not change anything. What does the town hall fall do anyway?
2. How to make sounds play in a sequential order?
This may seem like a no brainer(and it probably is for someone who knows how). I am trying to make the following sounds here play in sequential order and I have the select method set to sequential. However what happens is that one of them is selected at random to be the first one playing then they start playing in sequential order.
3. What do those sound flags mean?
In particular, I would like to know what wait, variation fallback, purgable, unique duplicates, stream, avoid ducking during play delay and download mean. I feel like it would be a good idea to know what these do just in case they are very important.
1. Town hall flag is able to be used by triggers for AI and for filter recognition. It was added after the penalty reveal. You want the Prevent Defeat, Prevent Destroy and Prevent Reveal flags.
2/3. Unfortunately I have never messed with sounds so my knowledge is limited. The Download flag means the sound asset is preloaded into the memory while Stream means the sound will be included if streaming.
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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