So glad I found out this. A while ago when I was newer, there were many buildings which I would check and uncheck those flags on unsure what they did. I assumed it was something else. I should check older units to make sure these are only checked on the needed ones.
3. [Revisting]: The part about beams not shooting right.
In #206 Part 3, I said that I was having complications getting beams to shoot from the desired location and that I was using an unusual method of getting them shooting. I am going to post some screens of the various components that make up one of these beams:
The beam actor even section[detail view]
Beam Actor[Table View]
Action Actor in Table View
Site Actor
From the Skyblade World Purger in the picture I sent you, it is meant to be shooting from the weapon attachment point of the left void ray attached to that thing. Instead it launches from the center. Now one thing occurred to me after going through all this that could be the problem. Since on both of the void ray models used for the sky blade world purger, I am specifying to attach to the weapon, it could be that it is just defaulting to the center cause it does not know which one is meant. This is happening though on some units which don't have multiple attachments like that one.
3. You are using a _Unit alias for the host of the launch site of your beam so unless your attached actors also have that alias it will default to the unit actor. You are also using scopes without an effect to act a reference.
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Okay. Just got through clearing up a whole bunch of data related tasks so I can now put more attention to this. I think I understand the part about the unit alias, but would you mind elaborating a bit about how to use an effect as a reference for this? I just don't understand how this part works quite clearly.
Todays questions:
1. [Revisiting] Issues with setting walking animations.
This is a response to post #218 when we were stalking about how setting walking animations. For starters, when you say the spider mine animation is broken, are you talking about the widow mine model? I am using the widow mine model for this.
Basically what I am trying to do is make a stukov-like walker building for Covert Ops. I have this factory attached to a covert ops widow mine model. On Mac, morphing abilities are currently bugged aren't working properly so I am trying to do this all through behaviors. I tried using the term: animationbaselineset>walk. Here is a look at the events setup for this:
The way I am doing this is that I have a behavior called Terran building no movement that sets the movement speed to zero by default. On unit birth the animation bracket starts to have it burrow then I have a behavior ability that switches off Terran building no movement for the unburrow animation. There is also another behavior that is activated when the behavior ability that switches off Terran building no movement is activated. Now I tried to insert animationbaselinestate>walk under the part where it says behavior.terranbuildingnomovementoff>animationbrakenstop. When I did this, the animation wouldn't even perform to begin with. So I am wondering what might be preventing it from working right. Maybe there is something in the default events that needs be changed?
With hosting if the host is not implicit you need to specify an effect whose scope is used to act as a frame of reference for finding the actor (similar to the effect fields above the value fields for effects). With your beam for finding the actor to be hosted on for the impact and launch you have it set to actor find using the caster and target of an effect which you have not specified. Use the void ray attack beam as an example of how a simple beam should be set hosting wise.
It is specifically the spider mine model and not the widow mine.
I assume you are detecting the walk through a Unit Order Queue validator the unit having an order to use the Move ability which you are then using for your behaviour. Rather use actor creation for the application of the animation bracket. There is the Unit Movement Update actor event that you could use for a Status Set action that the term for the other actor event then validates.
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Okay. The animation is working properly now. There is a new issue that has arisen though. Since I am unable to use morphing abilities at this time, I cannot make a morphing ability to have a command center move to such and such a location. This is the primary flaw with this method of doing this. I wanted to know if there was a way to set things up so a player can't use such and such an ability if within certain range of a mineral line. Or could there be another way of bringing up a unit's unit placement and then having it move to a selected spot without morph abilities? I am trying a number of things right now to see if I can come up with something.
You mean have an Effect - Target ability that uses a placement footprint (Place Unit field) that orders the unit to the target point and then uses a Buff behaviour to use an Issue Order effect for the other ability when the Location Range validator returns true. There is also the Placement Location type of validator.
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Yea. That solved the problem perfectly. I worried that I was going to have to wait for blizzard to fix morphing abilities on Mac to have a viable working solution here. I've got a more questions for today.
1. Adding Multiple randomized maps into one arcade map?
I wanted to know if this is possible. Lets say that I wanted to have it set up so that when a player starts an arcade game, they can pick between 10 different maps to play on or have a randomly generated map, would this be possible? I've seen arcade games with multiple different rooms. I know that this is not the typical sort of question I usually ask, but I just don't know if this is possible and I was thinking about creating an map for the mod instead of having it listed in the melee section.
Worst case you could use XML for the morph directly.
Impossible the campaign function to launch other maps is single player only. The only work arounds are scaling stuff very small and having a large map with segments representing the different fields of play limited by the map bounds set by triggers like the bonus WOL mission or doing like Delphinium did and using triggers to completely rescuplt the terrain based on stored variables.
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Alright. Well at least there is options. Here is todays question. I basically wanted to know if it is possible to replace a player with an active ai that can win the game. What I want to do is set things up so that whenever a player leaves, they are replaced with an ai. I don't know if this could work. If its possible to do, how might I go about doing this?
Np. I am not sure its possible, but I am not going to worry about it too much for now. Some of the people I've asked about it haven't been able to give clear answers.
Okay. I have two questions for today.
1. How to fix the selection priority on units.
There is a new scv that I created from scratch. Since it is a new type of scv that I created from scratch. When someone tries to select it in the mineral line. There is two problems. 1. They can only select one scv at a time. 2. Scrolling over the scv will often select buildings or even the mineral line. I basically wanted to know how these two issues could be fixed.
2. A makeshift way of adding unit separation
So you may remember a while ago when I was talking to you about units going off map. You said that I may need to remove that. At first it seemed to be working fine. Units were passing through doodads and off cliff. The problem is that the units are balling up into one due to lack of collision. I can't set the collision though since this would prevent them from going offside the map as well. I wanted to know if there might be a makeshift way of fixing this?
2. For the buff behavior. Do I need some sort of create persistent added or just put that buffing behavior that applies the force on each unit that would need that buff? If so, could you give me a general idea how to set up the create persistent?
Thank you. It worked perfectly! Also to answer the other two from before.
1.1 Yes. I started fixing these and it was solving the issue.
1.2 I set the subgroup priority of the worker to 100 after reading this and checked that the nexus had a priority of 2. For whatever reason, nothing changed after this. Maybe I am doing something wrong. The work flag is enabled.
Here is a look at what I was changing:
Nexus
Probe
I have just a few other questions for today. Most of these are is this possible sort of questions. As follows:
3. Is it possible to change these flags via behaviors?
Self explanatory.
4. Is it possible to change collisions using behaviors?
3 and 4 are ones I've been trying to figure out how to do for a while. I am not quite sure if its possible at this point.
3) In behaviors: modification -> behaviors tab, there is a "state flags" category, which has "suppress drop off", i don't know if that will work, i've never used it but worth a try. http://prntscr.com/ieuz1g If not, you can try using validators that check if the worker can return cargo at the building depending on if the target building has the behavior. Another solution could be to make the behavior apply a "Modify Player" that disables the dropoff unit from being a dropoff point for certain resources when its created, and apply a modify player that allows the dropoff unit to be a dropoff point for certain resources when its removed if you want it to be timed.
4) This can also be changed with a "modify player" effect, however a warning for both, it effects ALL of the said units of the type for that player
3. You cannot modify the type of dropoff using behaviours. The Modify Player effect cannot modify that field so you will need to resort to a morph based solution.
4. Behaviours can supress it but that is a boolean on or off.
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1. I've fixed all the aliases. I will do some more experimentation and see if something starts working. This is one of those situations where by all logic it should be working.
3. Darn. Maybe I can get that done using the editor I have on parallels.
4. What exactly does suppress drop off do out of curiosity?
_____________
Todays questions 1. Multiple Switch Behaviors
I wanted to know if there was a way to have multiple units use a behavior type ability at once simply put. I have a behavior type ability on marines that switches on and off. When I tried having it switch on for each at once, it only works for one and the others aren't affected.
2. Changing Charges and build time Via behavior
Lets say I want to add 2+ charged to a warp gate when a behavior is added, how would I do this?
3. Help with understanding how to create this new mule.
So I had an idea for a new type of mule for another Terran faction. This unit when summoned automatically explodes after a few seconds. For each enemy it kills, then it returns a certain amount of resources to the player. How would I give the player a bonus group of resources when enemy units are killed.
4. Temporarily boosting an enemies' health or damage when it kills a unit.
So currently what I've tried doing is using a search effect with with validators, but the problem with this is the it seems to be targeting any of the same type of unit nearby when getting killed. I wanted to know what would be the best method about accomplishing such a task since you have more experience then I do.
4. Stops the unit being able to be used as a drop off for resources.
1. Use the Ability: Set ID field so that the abilities share a common link
2. Get the Effect: Effect - Initial field of the behaviour to use a Modify Unit effect to add the charges.
3. Get the explosion Search Area effect to use a Set effect that applies a Buff behaviour with a damage response on defender if fatal that uses a Modify Player effect on the caster while the second effect in the set is the Damage effect. You can set the damage response Combat: Damage Response - Require Effect Array field so that only the damage effect of the ability triggers the damage response.
4. Use a buff on the attacker with a damage response on attacker that applies a buff to the target unit with a damage response on defender when fatal that applies a third +max life buff stack to the caster.
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Finally I can catch a break and get back to editing a bit more now.
1. Solved
2. Solved
3. I have two questions about this part. When you say defender are you talking about the unit that would take damage from the explosion? How do I specify if fatal. Is this a flag or some sort of effect or something else?
4. I think I may understand this part. Going to give this a try.
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In reply to DrSuperEvil:
3. You are using a _Unit alias for the host of the launch site of your beam so unless your attached actors also have that alias it will default to the unit actor. You are also using scopes without an effect to act a 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
In reply to DrSuperEvil:
Okay. Just got through clearing up a whole bunch of data related tasks so I can now put more attention to this. I think I understand the part about the unit alias, but would you mind elaborating a bit about how to use an effect as a reference for this? I just don't understand how this part works quite clearly.
Todays questions:
1. [Revisiting] Issues with setting walking animations.
This is a response to post #218 when we were stalking about how setting walking animations. For starters, when you say the spider mine animation is broken, are you talking about the widow mine model? I am using the widow mine model for this.
Basically what I am trying to do is make a stukov-like walker building for Covert Ops. I have this factory attached to a covert ops widow mine model. On Mac, morphing abilities are currently bugged aren't working properly so I am trying to do this all through behaviors. I tried using the term: animationbaselineset>walk. Here is a look at the events setup for this:
The way I am doing this is that I have a behavior called Terran building no movement that sets the movement speed to zero by default. On unit birth the animation bracket starts to have it burrow then I have a behavior ability that switches off Terran building no movement for the unburrow animation. There is also another behavior that is activated when the behavior ability that switches off Terran building no movement is activated. Now I tried to insert animationbaselinestate>walk under the part where it says behavior.terranbuildingnomovementoff>animationbrakenstop. When I did this, the animation wouldn't even perform to begin with. So I am wondering what might be preventing it from working right. Maybe there is something in the default events that needs be changed?
With hosting if the host is not implicit you need to specify an effect whose scope is used to act as a frame of reference for finding the actor (similar to the effect fields above the value fields for effects). With your beam for finding the actor to be hosted on for the impact and launch you have it set to actor find using the caster and target of an effect which you have not specified. Use the void ray attack beam as an example of how a simple beam should be set hosting wise.
It is specifically the spider mine model and not the widow mine.
I assume you are detecting the walk through a Unit Order Queue validator the unit having an order to use the Move ability which you are then using for your behaviour. Rather use actor creation for the application of the animation bracket. There is the Unit Movement Update actor event that you could use for a Status Set action that the term for the other actor event then validates.
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:
You mean have an Effect - Target ability that uses a placement footprint (Place Unit field) that orders the unit to the target point and then uses a Buff behaviour to use an Issue Order effect for the other ability when the Location Range validator returns true. There is also the Placement Location type of validator.
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:
Yea. That solved the problem perfectly. I worried that I was going to have to wait for blizzard to fix morphing abilities on Mac to have a viable working solution here. I've got a more questions for today.
1. Adding Multiple randomized maps into one arcade map?
I wanted to know if this is possible. Lets say that I wanted to have it set up so that when a player starts an arcade game, they can pick between 10 different maps to play on or have a randomly generated map, would this be possible? I've seen arcade games with multiple different rooms. I know that this is not the typical sort of question I usually ask, but I just don't know if this is possible and I was thinking about creating an map for the mod instead of having it listed in the melee section.
Worst case you could use XML for the morph directly.
Impossible the campaign function to launch other maps is single player only. The only work arounds are scaling stuff very small and having a large map with segments representing the different fields of play limited by the map bounds set by triggers like the bonus WOL mission or doing like Delphinium did and using triggers to completely rescuplt the terrain based on stored variables.
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 am the wrong person to ask about AI.
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In reply to DrSuperEvil:
Np. I am not sure its possible, but I am not going to worry about it too much for now. Some of the people I've asked about it haven't been able to give clear answers.
1.1. Check your unit select and unit subgroup aliases under the Units data type.
1.2. What is the Unit Subgroup Priority set to? Is the Worker flag enabled?
2. Have a Buff behaviour that pushes units apart using an Apply Force effect?
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
2. For the buff behavior. Do I need some sort of create persistent added or just put that buffing behavior that applies the force on each unit that would need that buff? If so, could you give me a general idea how to set up the create persistent?
Buff periodic uses a Search Area effect that uses an Apply Force effect.
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In reply to DrSuperEvil:
In reply to sc2ggamer:
If not, you can try using validators that check if the worker can return cargo at the building depending on if the target building has the behavior.
Another solution could be to make the behavior apply a "Modify Player" that disables the dropoff unit from being a dropoff point for certain resources when its created, and apply a modify player that allows the dropoff unit to be a dropoff point for certain resources when its removed if you want it to be timed.
4) This can also be changed with a "modify player" effect, however a warning for both, it effects ALL of the said units of the type for that player
1.2. What about the aliases?
3. You cannot modify the type of dropoff using behaviours. The Modify Player effect cannot modify that field so you will need to resort to a morph based solution.
4. Behaviours can supress it but that is a boolean on or off.
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. Multiple Switch Behaviors
4. Stops the unit being able to be used as a drop off for resources.
1. Use the Ability: Set ID field so that the abilities share a common link
2. Get the Effect: Effect - Initial field of the behaviour to use a Modify Unit effect to add the charges.
3. Get the explosion Search Area effect to use a Set effect that applies a Buff behaviour with a damage response on defender if fatal that uses a Modify Player effect on the caster while the second effect in the set is the Damage effect. You can set the damage response Combat: Damage Response - Require Effect Array field so that only the damage effect of the ability triggers the damage response.
4. Use a buff on the attacker with a damage response on attacker that applies a buff to the target unit with a damage response on defender when fatal that applies a third +max life buff stack to the caster.
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: