Perfect. Its working correctly right now. At the moment the Digester seems to be working just about as intended. I'll let you know if I have anymore questions about it. Yesterday I needed to be busier than expected so I am responding today.
Here is the next set of questions. I am going to start off with the Slivan related issues. So far with Slivan, I have gotten it to spawn creepers using an effect-instant target with the proper precursor and they can only be selected once they land. There is a number of issues though that I want to see if I can get solved.
1.1 How to make an effect-instant ability that sends creepers(primal banelings) to a specified location.
The second button that shows the creeper swarm host is the one that I used as the effect-instant to spawn primal panelings. Basically, I want Sliavn to Spawn these creepers and for them to move towards their opponent like locusts do. When I set this as an effect target ability, what happened was the units were shot at the opponent rather than just spawned and moving towards it. Do I need some sort of issue order effect to move them in the right direction? What might be the proper way of doing something like this?
1.2 How to make Specific animations appear on Slivan when a charge is through.
Similar to regular swarm hosts, I want Slivan to appear without those eggs on his back when the charge has been used up and once the charge cool down is over, I want them to appear again. I am already aware about how to set animations for such a thing, but not how to exactly specify in for this situation. How would they be specified so the animation shows up with the charge cooldown is over?
1.3 Creepers are bypassing the supply limit. How do I keep that from happening?
The creepers I am using consume supply when summoned. Problem is that dispite the supply count appearing over 200, they are still able to be summoned. Now I am thinking of just removing supply from these units, but I want to know how to fix this in case I decide to make other spawned units, that I wish to have supply added.
2. Issues with copied Transport abilities
There is a number of transport abilities that I've tried to copy and when I did this, for some reason they simply were not working properly on the new unit I have them to. For this mod I want lots of different types of flying units to only be able to carry certain amounts of units, have different properties, behaviors and such so its important to get unique transport abilities added. Here is an example of what happened when I tried to copy the Hercules transport ability, to put it on Nova's griffin. Note that the Nova's griffin I am using was copied from the Hercules. Its not the default one.
Basically when I copied it and put the transport ability in itself, only the load button would show up and it was not clickable, but when I moved the griffin itself towards units it would load them. The only way to unload them was to click on the transport cargo UI.
Next thing that seems odd is that when I put the original Hercules transport ability on it, then it was working and not only this, the unload ability showed up. The moment I removed it though, all that stopped. I want to know what might be causing problems like this as this has been happening with almost every transport ability I've tried to copy.
3. Trouble using Larva Inject on Primal Town Hall
In this mod, I wanted other types of hatcheries(such as Primal hatchery and Amon hatchery) to be able to be larva injected. So far I got it to work with the Amon hatchery as that hatchery is copied directly from the regular hatchery. Problem though is that although it starts working with the Primal Town Hall. As soon as the cool down finishes, it removes the larva select button out right and no extra larvae appear. I could copy hatchery again and replace what the Primal Town hall then try to redo is morphing events, however this may prove to be even more complicated. I wanted to know what specifically I need to do to make the larva inject work with primal town hall. The validators are already properly set and in place to use it on each.
4. How to visually Scale up and Scale Down and Object
What I would like to know how to do is how to change the scale of an object using events when certain things happen, but I don't want it to be an instant change. I want the scale been seen growing and shrinking, really than an instant size change. There are certain things I'd like to do this for like the Psi destroyer field. When a Psi Destroyer is created, I'd rather the field scale up like a plant blowing into a flower.
5. How to spawn trained units like Stukov spawns infested in Co-op?
Currently I am using larvae to spawn infested since, I for a while felt that trying to replicate that means of training units used by Stukov in co-op would be too hard and beyond my scope. The thing though is that I am consider about lag having so many structures that spawn so much larvae. If not that maybe you might know a better way to spawn the infested units rather than larvae? I still want the cocoons to appear though.
6. How to modify the UI to look like heroic Bars?
Heroic Units have those distinct UI health bars that shows their name and health. I wondered how one would go about modifying how these bars look and adding them to certain units.
7. Merging Files with other mods.
I wondered how one would go about doing this or if its possible?
8. How does one go about properly morphing Units such as hellion to Hellbat and Siege tank to siege models.
If these units were all patched together as one I'd have likely figured out how to do already, but specifically with these types of units that have separate actors and models, I've been struggling to figure out how to morph them properly. Currently I am trying to get the Black Ops Hellbat and Siege tank to morph into their other modes.
1.1. Use an Issue Order effect to tell them to use the correct Attack ability command or use a Modify Unit effect to make them go to a Rally ability point.
If it is an Effect - Instant ability you need an accompanying Rally ability to allow target allocation. Else just apply a buff using an Effect - Target ability that on unit creation using a Create Persistent effect based around the caster, the spawned units home in on based on a Buff using a Search Area effect that uses an Issue Order.
1.2. Actor events. you can use buff stacks on the host unit and validators or under the actors themselves you can use the Is Status term (look at the marauder for details). There is an Ability Charge event after all (with an AbilLevel term).
There are also validators (Unit Compare Charge Used) that can detect the number of charges. Just have a buff that activates/deactivates based on the charge number.
1.3. Try the Uses Food flag under the Effect: Creation Options of the Create Unit effect? There also is the Player Food Available/Used validators.
2. Are these units also orthogonal or able to be overwritten by other dependencies? Sounds like problems with the Ability: Commands - State field. Else your requirements have stuff in the Show field they should not.
3. The queen applies a buff to the hatchery that is used as a requirement for the Spawn behaviour slot on it. As the period of this behaviour type is reset each time the slot is disabled the buff duration needs to match the spawn behaviour period.
4. Try the Set Scale event action? Sounds like you may want a State Monitor actor.
5. Stukov is a glorified Swarm Host. There is a global caster (invisible unit) with a Rally ability created by triggers. Structures have a Train ability with the Auto CastOn/Initially On flags. Using the Ability: Info - Effect fields they do a global search for the caster unit and then use a Modify Unit effect to target the rally destination based on the rally point of that unit.
6. UI editor. For adding them to units under the Unit actor is the Combat: Custom Unit Status Frame field.
7. Never done it so am not the right person to ask. I just go to XML mode and copy and paste one data type at a time.
8. Try like the zerg structure morphs? Destroy the old Unit actor then create the new one?
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I've been rather busy in the past few days. I'll be responding to this soon. I just have another question in the meantime since this one is rather important. There is a number of structures(most of them that are terran) which although I have a build time set for them, they are being built instantly. I wanted to know what could be some causes of this. Some of the structures are: Science center, Artifact(Char), Slayn Particle Cannon, Recovery terminal, hybrid holding cell. These use the same data as originally found in the files at default.
The structure units being built lack a Progress type ability. Else you have not set the build time under the Ability: Info - Time field of the Build ability.
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I am back! Nice to finally have some more time to continue working on this project. Here is the update:
1.1. Mostly solved. Although there is one small issue I will come back to later about.
1.2 Working on this one.
1.3 Giving this a try soon.
2. What do you mean by orthogonal and how do I check if they can be overwritten by other dependences? I've checked the status. Its set to available. No requirements are set.
3. [Solved]
4. Kind of solved. Truth be told, I was already aware of how to do this, but since I have a Mac, whenever I try to set the scale through that means, the field just show up blank.
5. I am going to save that means of infested production for another time. I understand it more now, but I have a lot more learning yet to do.
6. [Solved]
7. No problem. I found a workaround.
8. Yea. I am having a look at the zerg structures as reference to this. I think I'll understand how to do it comfortably eventually just like I learned to set animations in events.
The mod is nearly ready for beta release. Should be out within a few days. Right now I just have just 2 questions about some things I've been having some issues with.
1. Issues with unit cost and supply not setting properly.
There is a number of units including roaching, primal and regular zerglings that are showing up costing higher mineral and supply costs than they are intended to. I have roachlings set at 75 minerals, but in game they show up for 150 and similar such thing is happening with zerglings. I have the roaching cost set under the cost of the unit section.
I've checked train ability and it has no cost set for it. Now I am wondering what else could possibly be causing the cost to set higher than its suppose to. This is also happening with the supply of some of the units. Zerglings are showing up for 2 supply in game when I set them to exactly one supply. Double checked multiple times. The burrows also have the same cost set.
2. About the Nydus Worm Vulnerability during Construction.
Could you be a bit more specific as to how exactly to set the Nydus worms to be invulnerable while under construction. I've been looking for the correct fields to set for a while and I am puzzled right now.
Edit: One more question
3. How does one change display icons like the one shown here?
2. The biological definition whereby two systems are independent and unlinked to each other. Check what Source the unit is classed under in the upper left window.
4. I have heard there are severe issues with mac compatibility at the moment.
Ok now for the new question.
1. If you are spawning 2xzerglings at 75 each then 2x75 is 150. The default zerglings only use 0.5 supply each since you are creating two at a time (2x0.5 = 1 supply used)
2. Use a hidden Buff behaviour that adds invulnerability and is validated to remove the buff. The default Is Constructing validator (Unit Filter type) should suffice.
3. Under the Unit actor the UI: Wireframe - Image field.
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2. I am still rather confused. Can you be more specific as to where to check this? Is it the cutscene editor I should look?
4. Yes. I have a good quality Mac that normally plays sc2 amazingly, but however sadly as a Mac user I know all too well the compatibility issues with this. That is why I have parallels. Without parallels, I wouldn't have been able to fix the icons and since I have parallels I can just use the Pc version of the editor, but parallels operations slower than the main computer. Other than that really annoying time when the Mac editor just won't work for about a month or so, dispite all the issues, I've been managing to get this project done just fine.
1. Thank you. That solved the problem perfectly.
2. Getting Started on this today.
3. Thanks. There was some icons that really needed changing for a while.
I've asked about this before, but I need more specification on this matter because, what I thought would work, does not seem to be working. I made a black ops marine copied from the war pigs. The trouble I am facing is that while shooting, there is no animation for the flame out of its gun appearing nor the shooting sounds playing. The animation of the marine pointing the gun is working though. I wondered what causes the shooting animation and sounds as well as why it might not be working? This same thing is also happening with Murloc Marines.
1.2 Sound Emitters
Coming back to that Volcano. Strangely, although it was playing sounds while I held it, in the the terrain editor, it did not play sound when I tried it in game. I wanted to know what the correct procedure to use for getting consistently playing sounds in game would be as well as playing certain sounds at a time.
2. Increasing Supply and Resource Count for games overall
Some variations of the mode, I want players to be able to go up to 300 supply and have high resources like in the big game hunters mod. How would I go about setting this?
3. Using Triggers to override enemy enemy selection and simple command card.
I call being told a while ago that these are two important triggers to add when setting up mods to keep the level of confusion down. Since the mod is close to being released for open beta, I figured now would be a good time to ask about how this is done.
EDIT:
4. Larve Inject Not Stacking.
Another Issue I am running into is that Larva Inject is not stacking properly. In melee games, a player can use larva inject multiple times and the behavior will continue renewing after each use for the amount of times used. When using larva inject this time, it just resets.
5. Amon's Queen is still getting selected with F2 dispite army select being disabled.
I can post more details about the unit if needed. Strange thing though is I checked Damon's queen and dispite having army select disabled, the queen will still get selected using it. I wondered what might be the cause of this.
6. How does one use triggers to set up a message when the game starts?
At the beginning that the game starts in the mod, I want state some of the future updates to be coming in chat automatically. Just once and not on a regular basis. How would I go about doing this?
*Got the problem with the working rallying fixed by the way.
Turns out that I need to set the new workers under the Use Validators section here. I was in the wrong section.
The Nydus vulernablity problems have also been solved.
2. Under the data editor in the left window check if the Source of the unmodified units changes with different mods active. If they do you then need to find what is being changed.
1. Sounds like your Action actor is at fault. The Combat: Launch Assets - Sound and Combat: Launch Assets - Model fields are what you want.
1.2. Some Sound actors self destruct when they have finished playing the sound once under the events. There are also fields under the sounds data type that affect the dropoff rate based on proximity.
2. Max supply is set under the Races data type and cannot be adjusted by upgrades. What you mean by have high resources? Anyhow you are going to have to use trigger actions to Set Player Race based on game attribute selection condition.
4. In melee it does not stack. The ability works by adding buff stacks to the hive that are then removed by the Spawn type behaviour when creating the larvae. Just adjust the Stats: Maximum Stack Count field of the behaviour added.
5. Tried the Unselectable flag? Else check the Unit: Select Alias field under the Units data type.
6. Have a trigger with a Game Initialization event followed by a Wait action which then uses a Text Message action.
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All except 2 and 6 are solved. I am trying these today. One more question for now. Is it possible to publish extension mods to the Arcade. One major concern I have its going to be an absolute nightmare getting lobbies to fill cause I remember how much trouble I had getting games with other extension mods to fill.
You could probably switch the type when saving the file to a normal mod, then put it into a map with terrain to publish to the arcade. However you would be limited this way because you would have to place it on one single map, so if you wanted multiple terrains, you'd have to publish multiple maps. Kind of like what those peeps 1v1 spectating arcade maps do.
I supposed I could copy all the files into an arcade map. Really shouldn't be that hard, but before I do that I want to test it out first. One last question for now. The mod is basically in a reasonably playable state except for one thing. A number of players in the mod have been saying that lots of lag occurs in the mod over time. At first I thought this was due to map size and or the amount of players. Thing is that I tried it on smaller maps with less players and it still started lagging over time. Steps I am currently taking to reduce this are:
1. Deleting all extra copies of units, behaviors actors etc in the files.
2. Removing any possible custom models that I don't need.
3. More range limits on units.
However maybe there is other factors besides this are causing lag in the game. The file size is 122 MB with a large portion of that coming from custom models. Could the custom models be the main factor in what is slowing down the game?
1. The Lag seems to be happening dispite no create persistent effects being used in some playthroughs although it gets much worse when that is done.
2. This one I lack some understanding of. This was one of those things I never checked for.
3. I've heard this causes lots of lag. The mod has data from the campaign modes included which I know uses all sorts of triggers, but I never checked for infinite loops since my knowledge of triggers is very very limited.
4. Definitely worth looking into. I don't recall letting most unit buffs stack too high.
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Okay question about the following. Its all pertaining to the lag. I want to know if the following could be possibly contributing to the lag. Since I have a fast computer, its hard for me to tell how bad the lag is for players with less strong computers. I mentioned I was looking into some of these before. Now I am asking if they actually cause lag and how badly.
1. There is still lots of copies of data in the file I use for the mod. I wonder if all these copies contribute to the lag at all; Especially the actor copies.
2. There is a lot of custom models in the mod and these seem to be accounting for a very large chunk of the file space taken up by the mod. File space of the mod is 126 MB. I did notice that adding all these custom models slows down the SC2 editor, but does it slow down the actual game that badly?
3. Another thing I've noticed is that I have some deadly static defenses in that mod similar to bile launcher in sc2 remastered which have about 30 range and scan regularly for targets. Now when I build about 3 of these bile launchers it starts to get noticeably laggy even for the computer I use. However this does not happen on the SC2 Remastered mod so I wondered how I could keep these static defenses with their same range, but reduce lag in some way.
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Two others questions for now:
4. I wanted to know how it may be possible to change the music such as mods like Novastar have done. What I want to do is have a different individual music playing for players of each race.
5. How can one set it up so multiple nydus worms can be activated at once instead of one at a time?
1. Check all Create Persistent effects with the Persist Until Destroyed flag enabled.
2. All actors with Timer Expired events must have a Timer Name term with a value under them.
3. Does your mod or any other mods in your map that are not blizzard mods have any triggers?
4. Only check the Stats: Maximum Stack Count field of buffs that do not have an expire duration.
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1. Unless they are actor types that automatically create themselves (eg. Simple or Global Configuration actors) there should be no problem. If they are Model type actors that attach themselves to a unit on unit creation then they can be problematic if there are multiple copies. It is equivalently making multiple attachments when there should only be one.
2. It all boils down to the number of polygons the model has multiplied by the number of actors using the model at any one time. Look at them under the cutscene editor. Under Show Model Data option is the Geometry folder with the Vertex Count field. Highly used models typically have 300-1600 vertices. If your mod has models with >3k then limit the number that can be on the map at once (eg. hero/boss units).
3. You say regularly scan for targets. Buffs can have periodic effects at 0.0016 seconds but this is laggy and even the mothership cloaking does not use such a rapid period. If there is an excessive number of units using periodic buffs then that can cause lag due to the number of threads being requested per second.
4. Try the Music - Game field under the Races data type?
5. What do you mean by that?
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Alright its been a while since I've responded. Busy lately. All of these problems mentioned so far except five are now solved. Also that knowledge the races data type, helped me figure out a bunch of other things I was trying to get done. In regards to 5. I want multiple nydus worms to be able to start burrowing in rather than one at a time.
Here is the questions I have for today:
1. What would be the proper way of creating a behavior that removes creep gradually in an area? There is a unit which I want to cause to slowly remove creep as it walks across it.
2. Is it possible to create a multi stage game with multiple terrains? I know multiple terrains requires a custom map specifically for it. Specifically here is what I want to do:
I want to make a game in that consists of 3 playable maps. Once players win the first map, they are sent to the next map and so on and the team with 2/3 wins ultimately will win.
3. Next thing I want to do is change the default voices heard in games, such as the part where you are supply blocked. I think an easy way to do this might be simply changing the sounds themselves under sounds data. I am just checking with you as well since after the last patch, the Mac editor has been a bit buggy in some ways.
5. The Nydus uses a Build type ability that by the nature of the ability type is channelled. Use a Effect - Target that uses Create Unit effects after the duration of an actor linked Create Persistent effect.
1. There is no good solutions. The only thing that can remove creep is footprints which are instant per square. If the creep spawning structure vs the creep killing unit position has less than 64 computations then modifying the footprints of the spawning structure with morphs based on the position of a single one of those units would be possible. Alternatively make a laggy option where creep spawners create a myriad of invisible units where each unit spawns creep for a 1x1 square and validate that another of that unit type is already in the location. When the unit passes through these units could be destroyed clearing the creep and then periodically be replaced respawning the creep. Still it better not be a commonly used unit.
2. This multiplayer or single player? With single player campaigns they just load a new map using triggers and end the game in a tie before starting the next map. This is not possible as far as common knowledge goes with multiplayer. Alternatively the do like the Tosh3b mission and have a large map with multiple tile sets and then adjust the camera bounds to the different terrains (a single map can have up to 16 terrain textures over 4 tile sets excluding doodad use to hide flaws). The final method is to do what Delphinium's team did and use triggers to change the terrain textures using advanced triggers (Look what he did for the Blizzard Enforcers map).
3. Try the Alerts data type. There is another source of audio warning but I have not yet isolated it.
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1. Its too bad, but it should not be a real issue in the grand scheme of things. Sometimes I wonder if there is some team of supermodders out their how figured a genius way of doing all these thought to be impossible things, but not shared it with most of us. I know you mentioned a sort of pseudo creep and stuff like that of course. At least creep blocking walls can still work.
About number 2. Wow. That is very impressive. Of course it is way beyond the scope of my skill level right now. These are the types of clever modders that really put a smile on your face and think,"The SC2 modding community really is alive and well after all". I think it is by the way, but no denying its gotten smaller in recent times.
3. [Solved]
Just one question for now. I wondered if it is possible to add extra custom races to the selectable races in the lobby. This would make things much easier in terms of selecting some of the custom factions, since it needs to be done by setting dialog buttons.
1. Unfortunately without simulating creep completely it is instant creep removal and rate dependent growth.
2. Try the Hive Workshop then.
3. Unfortunately extra races are not supported by the arcade UI so use Player Attributes that triggers then recognise and use to make the right units. The trick with dialogs is to automate the creation as much as possible.
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1. Okay good to know. Not too worried anyway. Should be able to come up with something nice.
2. Perfectly happy with this site, although knowing what has happened to it and the point it was once at is saddening.
3. Okay. I'll see if I can figure this out soon or later. I hope to have some form of faction select up for the mod eventually. Its not absolutely necessary now though.
So I've got a number of questions today. I've finally learned how to make custom missile weapons and complex abilities with various effects and sounds. There is a number of various issues though I am somewhat confused on as follows:
1. Ranged Missile attack won't attack anywhere, but only direct units.
So I created a new unit called the Lava Lord. It shoots flames at enemies that reduce armor and burst in explode upon contact. Here is the problem with the unit though.
The cursor is suppose to be able to target any area like fungal growth, but it will not allow the ability to use unless it has a single target. Currently when used on that single target. Any other enemies nearby will be effected, but I want to know how to make this ability be able to shoot at any area like fungal growth even if its not a unit.
2. Issue with still animation on Tempest Weapon Model
Right here I am attempting to create a small unit with an electrical field surrounding it that rolls around and does damage. It uses the tempest weapon model. Problem is that the tempest weapon model is not playing its animation. Its just a still image. I wanted to know how I might be able to get it to start playing an animation. This has also happened with a number of other models. Its not been so important though till now recently that it gets fixed.
3. Issues with some units starting in the mineral field.
Okay so. Here is an example. Under terran races I put this as one of the starting units. Offset is -4-4,4,4. I wonder love it if I could have these starting near the command center, but I'd like to know if there is a way to prevent it from starting within mineral lines.
4.1 Coming back to the Virophage; Would like to know about how to get started in attaching models.
A while ago I asked about how to attach a Virophage to those infested crawler models. As it turns out I think I know how to get the virophage to actually do a wide variety of effects now. I basically would like a run-down of how I would go about creating attachments. The Virophage is not the only thing I hope to use the knowledge for.
4.2 How to search up the attachment points that a model has?
For weapons and such. Self explanatory.
5. Is it possible to change the appearance of a loading screen from an extension mod?
I have not seen options for changing loading screen images using extension mods. Just wanted to know if it is possible or not or if there is a way I am not aware of.
6.1 Questions about mover fields.
I basically wanted a run-down about what some of the details in movers mean or maybe if you know a good tutorial that can explain all this. What I want to know about in particular is what how yaw, pitch and roll effect different aspects of the mover. What would the orientation and the clearance range do? Knowing some of these more obscure fields would help a lot.
6.2 Star shaped search areas.
When making search area effects, I know its possible to create cone shaped, circular, rectangle and square shaped searching areas for a behavior to apply, but is it possible to create one that is star shaped? This is just another one of those"Is this possible questions" so I can know what options are available for modding.
7. Is it possible to get the Pylon Cannon's legs to animation movement like colossus.
I found this pylon cannon model in the editor. It has a stand animation with no other animation. Since I am still largely inexperience compared to the veterans at the sc2 editor, I thought I'd check with you to see if there may be a way to get its legs moving. Otherwise it looks like my only option will be to attempt animating them in blender.
8. Where can I find the Blaster Billy?
Specially the model for the thing. I am not talking about swann's flaming Betty turret. I am taking about the turret that does higher damage to armored units and slows them down a bit. I've searched up gun, devastation, blaster, billy, turret and swann yet I have not managed to find it yet. Maybe I am missing something. Currently I have all the expansion mod dependencies loaded.
9. How would one set things so units can walk up and down cliffs?
There are some units which I want to give the ability to walk up and down cliffs and as well as trigger animations when it happens. Once I know how its done, I think I could figure out the animations.
10.1 How to create an upgrade that reduces damage from another behavior?
There are some structures similar to the rip-field generator in the mod I have which cause damage to all units in a certain area over time. I am familiar with making upgrades. What I want to know is how I would specify in the upgrade to reduce damage taken against specific a behavior should it be applied.
10.2 Preventing similar behaviors from overlapping.
Lets someone decides to place a structure similar to a rip-field generator near a rip-field generator, but the behavior it releases is different they will both be applied of course. I was wondering how I might be able to prevent such behaviors from both doing damage within overlapping areas.
11. A general run-down. How do arm magazines work and what are they normally used for?
This is a question I meant to ask for a while, but kept forgetting. I've wanted to know what the purpose of these is for in case I might need to use them or they prove useful.
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In reply to DrSuperEvil:
1.1. Use an Issue Order effect to tell them to use the correct Attack ability command or use a Modify Unit effect to make them go to a Rally ability point.
If it is an Effect - Instant ability you need an accompanying Rally ability to allow target allocation. Else just apply a buff using an Effect - Target ability that on unit creation using a Create Persistent effect based around the caster, the spawned units home in on based on a Buff using a Search Area effect that uses an Issue Order.
1.2. Actor events. you can use buff stacks on the host unit and validators or under the actors themselves you can use the Is Status term (look at the marauder for details). There is an Ability Charge event after all (with an AbilLevel term).
There are also validators (Unit Compare Charge Used) that can detect the number of charges. Just have a buff that activates/deactivates based on the charge number.
1.3. Try the Uses Food flag under the Effect: Creation Options of the Create Unit effect? There also is the Player Food Available/Used validators.
2. Are these units also orthogonal or able to be overwritten by other dependencies? Sounds like problems with the Ability: Commands - State field. Else your requirements have stuff in the Show field they should not.
3. The queen applies a buff to the hatchery that is used as a requirement for the Spawn behaviour slot on it. As the period of this behaviour type is reset each time the slot is disabled the buff duration needs to match the spawn behaviour period.
4. Try the Set Scale event action? Sounds like you may want a State Monitor actor.
5. Stukov is a glorified Swarm Host. There is a global caster (invisible unit) with a Rally ability created by triggers. Structures have a Train ability with the Auto Cast On/Initially On flags. Using the Ability: Info - Effect fields they do a global search for the caster unit and then use a Modify Unit effect to target the rally destination based on the rally point of that unit.
6. UI editor. For adding them to units under the Unit actor is the Combat: Custom Unit Status Frame field.
7. Never done it so am not the right person to ask. I just go to XML mode and copy and paste one data type at a time.
8. Try like the zerg structure morphs? Destroy the old Unit actor then create the new one?
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In reply to DrSuperEvil:
The structure units being built lack a Progress type ability. Else you have not set the build time under the Ability: Info - Time field of the Build ability.
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In reply to DrSuperEvil:
2. The biological definition whereby two systems are independent and unlinked to each other. Check what Source the unit is classed under in the upper left window.
4. I have heard there are severe issues with mac compatibility at the moment.
Ok now for the new question.
1. If you are spawning 2xzerglings at 75 each then 2x75 is 150. The default zerglings only use 0.5 supply each since you are creating two at a time (2x0.5 = 1 supply used)
2. Use a hidden Buff behaviour that adds invulnerability and is validated to remove the buff. The default Is Constructing validator (Unit Filter type) should suffice.
3. Under the Unit actor the UI: Wireframe - Image field.
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In reply to DrSuperEvil:
2. Under the data editor in the left window check if the Source of the unmodified units changes with different mods active. If they do you then need to find what is being changed.
1. Sounds like your Action actor is at fault. The Combat: Launch Assets - Sound and Combat: Launch Assets - Model fields are what you want.
1.2. Some Sound actors self destruct when they have finished playing the sound once under the events. There are also fields under the sounds data type that affect the dropoff rate based on proximity.
2. Max supply is set under the Races data type and cannot be adjusted by upgrades. What you mean by have high resources? Anyhow you are going to have to use trigger actions to Set Player Race based on game attribute selection condition.
4. In melee it does not stack. The ability works by adding buff stacks to the hive that are then removed by the Spawn type behaviour when creating the larvae. Just adjust the Stats: Maximum Stack Count field of the behaviour added.
5. Tried the Unselectable flag? Else check the Unit: Select Alias field under the Units data type.
6. Have a trigger with a Game Initialization event followed by a Wait action which then uses a Text Message action.
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In reply to DrSuperEvil:
No clue about that.
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You could probably switch the type when saving the file to a normal mod, then put it into a map with terrain to publish to the arcade. However you would be limited this way because you would have to place it on one single map, so if you wanted multiple terrains, you'd have to publish multiple maps. Kind of like what those peeps 1v1 spectating arcade maps do.
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In reply to fishy77:
Incremental lag has three possible causes.
1. Create Persistent effects not being destroyed
2. Looped timers for actor events that are not properly validated causing propagation
3. Triggers that have infinite loops accumulating
4. Insanely high buff stacks
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In reply to DrSuperEvil:
1. Check all Create Persistent effects with the Persist Until Destroyed flag enabled.
2. All actors with Timer Expired events must have a Timer Name term with a value under them.
3. Does your mod or any other mods in your map that are not blizzard mods have any triggers?
4. Only check the Stats: Maximum Stack Count field of buffs that do not have an expire duration.
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1. Unless they are actor types that automatically create themselves (eg. Simple or Global Configuration actors) there should be no problem. If they are Model type actors that attach themselves to a unit on unit creation then they can be problematic if there are multiple copies. It is equivalently making multiple attachments when there should only be one.
2. It all boils down to the number of polygons the model has multiplied by the number of actors using the model at any one time. Look at them under the cutscene editor. Under Show Model Data option is the Geometry folder with the Vertex Count field. Highly used models typically have 300-1600 vertices. If your mod has models with >3k then limit the number that can be on the map at once (eg. hero/boss units).
3. You say regularly scan for targets. Buffs can have periodic effects at 0.0016 seconds but this is laggy and even the mothership cloaking does not use such a rapid period. If there is an excessive number of units using periodic buffs then that can cause lag due to the number of threads being requested per second.
4. Try the Music - Game field under the Races data type?
5. What do you mean by that?
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In reply to DrSuperEvil:
5. The Nydus uses a Build type ability that by the nature of the ability type is channelled. Use a Effect - Target that uses Create Unit effects after the duration of an actor linked Create Persistent effect.
1. There is no good solutions. The only thing that can remove creep is footprints which are instant per square. If the creep spawning structure vs the creep killing unit position has less than 64 computations then modifying the footprints of the spawning structure with morphs based on the position of a single one of those units would be possible. Alternatively make a laggy option where creep spawners create a myriad of invisible units where each unit spawns creep for a 1x1 square and validate that another of that unit type is already in the location. When the unit passes through these units could be destroyed clearing the creep and then periodically be replaced respawning the creep. Still it better not be a commonly used unit.
2. This multiplayer or single player? With single player campaigns they just load a new map using triggers and end the game in a tie before starting the next map. This is not possible as far as common knowledge goes with multiplayer. Alternatively the do like the Tosh3b mission and have a large map with multiple tile sets and then adjust the camera bounds to the different terrains (a single map can have up to 16 terrain textures over 4 tile sets excluding doodad use to hide flaws). The final method is to do what Delphinium's team did and use triggers to change the terrain textures using advanced triggers (Look what he did for the Blizzard Enforcers map).
3. Try the Alerts data type. There is another source of audio warning but I have not yet isolated it.
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In reply to DrSuperEvil:
1. Its too bad, but it should not be a real issue in the grand scheme of things. Sometimes I wonder if there is some team of supermodders out their how figured a genius way of doing all these thought to be impossible things, but not shared it with most of us. I know you mentioned a sort of pseudo creep and stuff like that of course. At least creep blocking walls can still work.
1. Unfortunately without simulating creep completely it is instant creep removal and rate dependent growth.
2. Try the Hive Workshop then.
3. Unfortunately extra races are not supported by the arcade UI so use Player Attributes that triggers then recognise and use to make the right units. The trick with dialogs is to automate the creation as much as possible.
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In reply to DrSuperEvil: