3. Under the Buff type behaviour there is a field called Combat: Damage Response - Location which is either Attacker (unit attacked by the unit with the buff) or Defender (unit with the buff being attacked). Try the Combat: Damage Response - Fatal field.
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Alright. That seems to be working. I'll move onto todays questions now.
1. [Revisting] Caterpillar question. How to make a unit follow another unit?
You said this in post #211.
"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."
Now I was also noticing that you suggested using an SOP forward vector. There is a number of things I am unclear about in this regards.
-Do I need to specify an actor under host>subject?
-I did notice a field for effects here. Would I input the periodic effect under the host forward>actor find effect?
-Do I need to use any sort of issue order ability with something like a move ability? If so, how would I specify them to move to such and such unit.
Yes you should specify a subject even if it is a system reference or alias found using the scope of an effect.
I would use the effect tree source effect used to create the unit.
Yes you would move the unit via an issue Order effect targeting the point of a Create Persistent effect and you would need to validate that the unit in front is moving for creation of the persistent.
Okay. So far the only part I am not quite clear on is the part about the create persistent and how to validate the unit. I still somewhat inexperienced with persistents. Could you explain in a bit more detail how I'd set a persistent like this up? I may already get this. By "targeting the point of a Create Persistent effect" I am assuming you mean a specific offset set in the persistent. What sort of validator would I use to check in the unit is moving in front?
The units have a buff applied on creation that periodically use a create persistent at their current point with an offset behind the unit that tells the next unit in the chain to move to the point. Use a single period with no delay. You use a point and not a unit for the target of the issue order effect because you want the enxt segment to move to where the previous one was and not where it currently is.
A setup where the head unit is the only one creating the persistent would also be possible but the start/stop could be tricky.
Validator wise use a combination of Unit Compare Speed and Unit Order Queue validators (using Move but speed 0 = turning). You can look at my LEGZ demo map to see a similar setup.
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I am taking the creation of this unit very slowly so I can learn persistents and everything involved at a healthy pace. Soon I will recap on this. For now, here is a new set of questions:
1. How to make ability that involves pulling another unit towards the casting unit and visa versa?
Similar to the Abduct ability on vipers, I want to make an ability that involves pulling a unit towards the casting unit. I also want to understand how to set things up so when a missile is launched at an enemy, it will push the enemy back. I think I asked you about this a while ago, but I believe I can better understand it now with my slightly improved understanding of persistents. So far what I've tried is simply using an apply force on a unit and it barely even made the unit budge and the viper's abduct ability setup being so complex, I am having some trouble understanding it.
2. How to automatically change the selected unit to another when something happens?
I am trying to make an ability similar to the adept's spirit ability. So far things are mostly working fine except that the newly spawn unit is not getting automatically selected when created. I spent a little while trying to figure out how this could be done and I am still unsure. Do you know how to do this?
1. To move units you can either use Apply Force effects to slowly move them or Launch Missile effects with no ammo unit to launch the whole unit. The viper abduct uses two Launch Missile effects. The first is a tentacle that attaches to the target and the second launches the target back to the caster with the tentacle still being attached. With Apply Force effects you need to use a periodic effect of a buff or persistent to constantly move them. I have also heard that raising the unit off the ground slightly using the Unit: Modification - Height field of a buff also increases the max speed.
2. Modify Unit effects have the (None): Selection Transfer fields. Check the Phase Shift Select effect as an example.
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In regards to launching units with no ammo unit, what sort of mover would apply in this case? I assumed that when a missile was launched, the ammo unit specified the mover. Or does the apply force effect basically act as the mover in that case?
Apply force just moved the affected unit towards or away from a point in 2D based on the force and the mass of the unit (physics engine). The Launch Missile effect can specify the mover used using the Movement: Movers - Link field.
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I am going to give this a try soon. By the way, I managed to get the caterpillar unit working that I was talking about with you. I have some new questions related to attached models today:
1. How to set a death animation for attached models?
Whenever one of the units I've made with attached models dies, all the attachments just instantly disappeared. I'd largely prefer if their death animation played as well. For the attached models, I already have Unitdeath>animationbrackstop.BSD, but this is not accomplishing it alone.
2. How to have attached units show up in placement models?
Self explanatory. Whenever place one of the base units that uses an attachment only the original base model will show up.
3. How to distinguishing two of the same unit when using orders for a unit to move to a unit.
I got the caterpillar unit working, but there is a problem now. Whenever there is two or more of these catapillar units in use, the caterpillar segments that have the issue orders will attempt to move to both existing units. I need some sort of way for to issue an order for a segment to follow another segment even if there is more than one of that unit on the field.
Now one thing I should point out. The method I used for issuing the segments to move to each other and this could be why I am running into problems. I do it by following these steps:
A. Caterpillar segments each have a behavior that periodically searches with an issue order to move to the the specified caterpillar segment. The search range is 500 if that matters. Aquire flags are set on the search and issue orders.
B. Caterpillar segments will only follow if the unit is moving.
One thing to note is that no persistents or forward vectors have been used in this method.
1. Under the Combat: Death Actor Model field of the Unit type actor for the unit you need to use a custom Model type actor get it to create your attachment death model Model type actors.
2. Use a custom Model type actor in the Art: Placement Model field.
3. Sounds like a job for caster history. You technically do not need a search if the buff is applied by the previous segment during unit creation.
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Alright. That helped a lot. 1 and 2 are solved. I am getting so many issues related to that solved today. 3. I am a tiny bit confused about, but I think I gather how this is done except for the caster history part. In caster history I noticed these categories:
If I was to guess which one of these to use I would suspect modifier, but I am not quite sure which one to use. As for the part about not needing to search, I think I get why now since it is supposed to be indicated in the issue order part.
Would you mind elaborating on this more if you don't mind me asking? My issue is that I don't know what to look for. I searched up the liberator compare unit behavior count validators and had a look at them. I am just not clear what I should be paying attention to with regard to these. What is the link between these and caster history?
My other question for today is about launching missiles at points.
2. How to launch missile at specific points using data?
For the caterpillar unit, I wanted to have it drop eggs from each segment like a swarm host launches their locusts. What I am unclear on is how to launch the missiles at a specific point on the ground. My guess is that I need a persistent to set offsets for this, so I tried looking at the early part in this thread where you were explaining how to get crashing debris to drop at random points. If this is the way, I must be doing something wrong or maybe it does not need to be this complicated.
3. How to prevent a glaze from stemming to other models.
There is a group of composite models that I made which I want to apply glazes, but I only want the glazes applied to certain models. I think you may have told me about this a while ago, but I was a bit confused. Its probably very simple to do, but I am not too clear about it. How would I prevent glazes from also applying to attached models?
Use the (None): Require Caster Unit - Value field.
2. Get the Create Unit effects to use a Launch Missile effect to launch the spawned unit to a point designated by a Create Persistent effect which uses the create. You can then specify launch an impact sites using the Action type actor for the Launch Missile effect.
3. You are lucky. I usually have the opposite problem. The Model Materials flag of the Properties: Inherited Properties field is what you want.
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One simple question today about Alleys HD Creep. I wanted to know how to apply this in the editor. A while ago I knew how to do this, but I forget since its been a while.
3. Under the Buff type behaviour there is a field called Combat: Damage Response - Location which is either Attacker (unit attacked by the unit with the buff) or Defender (unit with the buff being attacked). Try the Combat: Damage Response - Fatal field.
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:
Now I was also noticing that you suggested using an SOP forward vector. There is a number of things I am unclear about in this regards.
-Do I need to specify an actor under host>subject?
-I did notice a field for effects here. Would I input the periodic effect under the host forward>actor find effect?
-Do I need to use any sort of issue order ability with something like a move ability? If so, how would I specify them to move to such and such unit.
Yes you should specify a subject even if it is a system reference or alias found using the scope of an effect.
I would use the effect tree source effect used to create the unit.
Yes you would move the unit via an issue Order effect targeting the point of a Create Persistent effect and you would need to validate that the unit in front is moving for creation of the persistent.
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:
The units have a buff applied on creation that periodically use a create persistent at their current point with an offset behind the unit that tells the next unit in the chain to move to the point. Use a single period with no delay. You use a point and not a unit for the target of the issue order effect because you want the enxt segment to move to where the previous one was and not where it currently is.
A setup where the head unit is the only one creating the persistent would also be possible but the start/stop could be tricky.
Validator wise use a combination of Unit Compare Speed and Unit Order Queue validators (using Move but speed 0 = turning). You can look at my LEGZ demo map to see a similar setup.
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. To move units you can either use Apply Force effects to slowly move them or Launch Missile effects with no ammo unit to launch the whole unit. The viper abduct uses two Launch Missile effects. The first is a tentacle that attaches to the target and the second launches the target back to the caster with the tentacle still being attached. With Apply Force effects you need to use a periodic effect of a buff or persistent to constantly move them. I have also heard that raising the unit off the ground slightly using the Unit: Modification - Height field of a buff also increases the max speed.
2. Modify Unit effects have the (None): Selection Transfer fields. Check the Phase Shift Select effect as an example.
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:
Apply force just moved the affected unit towards or away from a point in 2D based on the force and the mass of the unit (physics engine). The Launch Missile effect can specify the mover used using the Movement: Movers - Link field.
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 going to give this a try soon. By the way, I managed to get the caterpillar unit working that I was talking about with you. I have some new questions related to attached models today:
1. How to set a death animation for attached models?
Whenever one of the units I've made with attached models dies, all the attachments just instantly disappeared. I'd largely prefer if their death animation played as well. For the attached models, I already have Unitdeath>animationbrackstop.BSD, but this is not accomplishing it alone.
2. How to have attached units show up in placement models?
Self explanatory. Whenever place one of the base units that uses an attachment only the original base model will show up.
3. How to distinguishing two of the same unit when using orders for a unit to move to a unit.
I got the caterpillar unit working, but there is a problem now. Whenever there is two or more of these catapillar units in use, the caterpillar segments that have the issue orders will attempt to move to both existing units. I need some sort of way for to issue an order for a segment to follow another segment even if there is more than one of that unit on the field.
Now one thing I should point out. The method I used for issuing the segments to move to each other and this could be why I am running into problems. I do it by following these steps:
A. Caterpillar segments each have a behavior that periodically searches with an issue order to move to the the specified caterpillar segment. The search range is 500 if that matters. Aquire flags are set on the search and issue orders.
B. Caterpillar segments will only follow if the unit is moving.
One thing to note is that no persistents or forward vectors have been used in this method.
1. Under the Combat: Death Actor Model field of the Unit type actor for the unit you need to use a custom Model type actor get it to create your attachment death model Model type actors.
2. Use a custom Model type actor in the Art: Placement Model field.
3. Sounds like a job for caster history. You technically do not need a search if the buff is applied by the previous segment during unit creation.
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:
Alright. That helped a lot. 1 and 2 are solved. I am getting so many issues related to that solved today. 3. I am a tiny bit confused about, but I think I gather how this is done except for the caster history part. In caster history I noticed these categories:
If I was to guess which one of these to use I would suspect modifier, but I am not quite sure which one to use. As for the part about not needing to search, I think I get why now since it is supposed to be indicated in the issue order part.
Check the liberator with regards to the Unit Compare Behavior Count validator used.
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:
Would you mind elaborating on this more if you don't mind me asking? My issue is that I don't know what to look for. I searched up the liberator compare unit behavior count validators and had a look at them. I am just not clear what I should be paying attention to with regard to these. What is the link between these and caster history?
My other question for today is about launching missiles at points.
2. How to launch missile at specific points using data?
For the caterpillar unit, I wanted to have it drop eggs from each segment like a swarm host launches their locusts. What I am unclear on is how to launch the missiles at a specific point on the ground. My guess is that I need a persistent to set offsets for this, so I tried looking at the early part in this thread where you were explaining how to get crashing debris to drop at random points. If this is the way, I must be doing something wrong or maybe it does not need to be this complicated.
3. How to prevent a glaze from stemming to other models.
There is a group of composite models that I made which I want to apply glazes, but I only want the glazes applied to certain models. I think you may have told me about this a while ago, but I was a bit confused. Its probably very simple to do, but I am not too clear about it. How would I prevent glazes from also applying to attached models?
Use the (None): Require Caster Unit - Value field.
2. Get the Create Unit effects to use a Launch Missile effect to launch the spawned unit to a point designated by a Create Persistent effect which uses the create. You can then specify launch an impact sites using the Action type actor for the Launch Missile effect.
3. You are lucky. I usually have the opposite problem. The Model Materials flag of the Properties: Inherited Properties field is what you want.
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:
One simple question today about Alleys HD Creep. I wanted to know how to apply this in the editor. A while ago I knew how to do this, but I forget since its been a while.
Under the Terrain Types data type you can set the visual properties of the creep.
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