Alright. I am going to look up some good splats and as for state monitors. I think I have an understanding of how those work. I do have another question that I was hoping you might be able to answer before the day is over. Thank you very much again for all the help so far! This question might be really easily, but I have a list of like 102 data related issues that I am trying to get done in order to get this mod up to par! My next question is about how to reduce the ghost nuke time to drop? For heroes such as nova, I've been wanting to make it a bit shorter, but I am not sure which field I need to input arrange this.
The zerg aoe cursor splat model is good for texture swapping I find.
The nuke drop time is set by the Effect: initial Delay field of the Create Persistent effect directly after the Use Calldown effect. Remember you will need to change the animation speed of some of the actors.
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Thank you very much. That demo was incredibly helpful. After examining it and taking your advice, I got the nuke drop time reduced and fixed the animation speed appropriately. Its working properly now. Today I am going to start with some of the complicated questions. Now that I've done and/or figure out lots of the simplier things, I am going to move onto some of the harder tasks at hand. Here are my new questions for today:
1. How to create Griffin Airstrike? 1.2 What causes a unit to move in a specific direction?
I am trying to replicate the Griffin Airstrike ability from co-op. Currently the main confusion I am facing right now is what method to properly summon the Griffin that is used. I am unsure if it is summoned as an unit then has something that propels it forward, then destroys it after a certain time. I think I understand how to spawn the bombs once the Griffin is spawned, but what I need to know is what causes the Griffin to spawn and be propelled forward. 1.2 of the question is that I wanted to know what causes the movement of barracks transition from flying to ground and merc ground drop. What is at the root cause of that movement and how can I get certain items to move in similar such ways?
2. How to make a ability that shoots a projectile at the target, bounces from one unit to another, then after a certain number of hits, returns to the enemy.
Similar to Kerrigan's chain lightning ability which I am looking at right now. Currently the way, I have the planned ability set up, it will bounce from target to target until all targets are dead or none are in range. I want it to stop bouncing after 5 targets then return to the original source.
3. Understanding Firebat's flamethrowers.
For the longest time, one of the things I've been wanting to learn to understand is how firebat weapons and other similar area of effect flame weapons work. I know understand how set a search area field to only damage within a cone or rectangle and other kinds of shapes. Would I would like to know is this. Does the firebat weapon consist of multiple flame models that are just unleashed with different offsets? I remember when I was experimenting with the char crashing debris earlier, there was a point in which all the offsets were aligned in such a way that created a giant cross which seems like it could be used to make smaller weapons.
4. How does one create selection cursors that require 2 clicks to start the ability?
Kind of like Karax's Thermal Lance in Co-op. It requires 2 clicks for the ability to start, then both abilities get activated. I wanted to know how this was done for similar such abilities like Griffin Airstrike.
1. It does not even need to be a full unit and can be just an actor. Usually for such abilities a trigger creates a visual unit that is ordered to move to a location (sometimes adjusting speed when near the target point) which then uses a transient ability or is just used as a source for some other trigger related effect chain. In the case of the nova ability a buff is applied that a trigger (CM_NovaGriffinBombingRunActivated) uses that sets a lot of LOTV SOA variables to use the Nova Griffin Bombing Run Execute ability. That just creates a unit and 2 create persistent effects later periodically uses an issue order effect to go to the target point.
The Morph type ability sets when the stats of a unit changes between the two forms and over what time period. Rest is under the actor events of the Unit actor (hint they tend to start with Ability Morph).
Merc ground drop? You mean the drop pod spawn? That is just a Train type ability that creates the unit at the rally point via the Ability: Info - Location field and uses an effect under the Ability: Info - Effect field to create the visual of the drop pod spawning the unit thanks to a buff that makes the actor no draw and stuns it while actors show the pod (a Create Persistent is used for the delay).
2. If you look at the mutalisk weapon it has several search area effects that use a launch missile effect to the next target. You just need to apply a buff stack to the caster unit and validate that using a Switch effect. An Ennumerate Area validator can detect if there are no targets while a Unit Compare Behavior Count validator can count how many units have already been hit from buff stacks on the caster. The return missile on impact clears the buff stacks. If it is able to have several being cast at the same time consider using markers but those are more fussy.
3. They usually use a persistent effect to use several searches at different offsets in a line and use markers to avoid hitting the same target twice. Again markers are fussy and require a Damage effect. The firebat just uses one long flame model made by the Action actor unlike the hellion that uses a beam.
4. Triggers. The first click creates an invisible caster unit at the target location and the second click orders the previously created caster unit to use an ability starting from the caster. These units are then destroyed/suicide on casting. Synchrony is created by pausing the units on creation and unpausing them at once.
1. I think I know where to go from here. This advice was just the tip I needed.
2. [Solved] Got it working nicely!
3. Okay. This is good to know. I think I understand better now.
4. This makes more sense now. I think I might be able to connect the dots as I continue examining the mechanics of such triggers are abilities.
__________________________
I have four questions for today. Some of these are issues that came up just recently.
1. How to make weapons attack multiple targets in a straight line.
I am trying to get the Slayn Particle Cannon to attack a line of targets kind of like the hellion. It already has a suitable firing model for it, but currently it only attacks one unit at a time. This is a look at the weapon stats.
I tried setting the damage effect it uses's impact to (Point region) or something like that. When I did this, it stopped working and wouldn't target anything.
2. How to allow units to shoot multiple weapons at once or at least multiple attacks.
Similar to how the Goliath has an upgrade which allows it to shoot air and ground units at once, there is some units I wanted to allow multiple attacks instead of just one. I wanted to know how this is properly done.
3. How to order a unit to move to a specific set of points in a specific order when it is created for mods(data or triggers)?
For the Terratron Siegewalker unit that I have in this mod, I wanted its saw blade to move across a number of random points in a cone in front of the Terratron Siegewalker then be destroyed after a while. I made an attempt to do this using triggers, but then nothing happened.
1. Damage effects can have an internal search area to give splash like the siege tank damage effect. Most linear attacks like the colossus or hellion use a weapon that has a Create Persistent effect that uses periodic Search Area effects in a line that use the Damage effects.
2. No back or preswing on the weapons since those prevent other weapons firing at the same time. There are also flags under the two weapon option fields. For multiple attacks like some missile launching units eg. Viking use a Create Persistent effect with a few periods per use.
3. Just issue the orders and do not make it override the order queue. Make sure your unit can move to start with.
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1, 2 and 3 I think were good enough tips for me to get the rest figured out. Thank you for that. I have another question I forgot to ask before and this is one where I am genuinely lost.
I am trying to use this model to replace the model of the assimilator for Protoss. The model is called "aiurprotossbuildings01". It says that it has 5 variations, however I only want the one in this picture to be the one showing up in game. When I tried to change the model to show just this one model, I got one of those grey spheres that normally appears when no model has been picked. I wanted to know how to just keep to that one model and have it visible.
Yea I wish I had tried that first. This fixed the problem. Didn't think it would be that simple cause of another similar issue I had a while ago. I have 4 more questions for today.
1. How get weapons and missile abilities to launch from a specific attachment point?
Some of the new units that I have used copied weapons and as such, the new weapons and abilities have the weapons being shot from the wrong place. I know that there has to be a right way of getting them to shoot from a specific desired point, but I am not sure how. Maybe it has nothing to do with attachment points, but offsets?
2. Allowing Allies to build on creep
I don't want enemies to be able to build on creep, but still allow allies to build on it. Some of the factions I have in this mod use creep widespread quite a bit.
3. Which action commands in the trigger editor would be needed to order a newly spawned unit to a specific point?
I know this is not data, but its the only question I have about triggers for right now. I've been making multiple attempts to get the griffin to spawn and move to a specific point. However for right now I am trying to do this without the extra caster unit to practice. There is numerous other units that I'd like to have spawned then move to a specific point as well.
4. How to set up a first person mode view?
This may be somewhat beyond my scope for the moment, but I wanted to experiment with this. I've seen some mods set up first person view modes for units and have them do specific things. I may not have first person mode in this mod, but I wanted to try out how to examine interesting possibilities, but I am unsure how to set this up. I assume it has something to do with the camera actions in the trigger editor or whatever they are called.
5. Understanding Aliases
Recently I decided to try working on a whole bunch of upgrades for +1 armor and +1 damage for each faction. The thing though is that I think I might have done it the very long way. I made 6 sets of requirements for each upgrade as well as 3 sets of upgrades for each faction. Now I wondered if there was a more efficient faster way to get all of this done. My understanding is that Alias are often used for things like this to save time, but I don't understand what they are, how to create them and how to apply it to this situation.
1. Under the Action actor the Combat: Launch Site Ops - Operations field. Just use a SOp(Attachment) SOp.
2. Creep is not owned by any player. You would have to use Ennumerate Area validators under the Build ability to check for proximity to any creep sources.
3. Use an Issue Order action for the Last Created Unit.
4. Those usually use triggers and the Cameras data type. They usually set the position of the camera to the unit and the target based on the angle the unit is facing (give or take an offset). Under the data aspects the camera has some smoothing for movement added. Try this as a starting point: https://www.sc2mapster.com/forums/development/triggers/150239-first-person-camera
5. Aliases are a user defined string used to identify groups of units as equivalent for requirements. You set them under the Tech Tree: Tech Alias field of the Units data type. A good example of application is the Alias_Hatchery alias of the hive, hatchery and lair units used by the Have hatchery requirement.
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So I want to start off by thanking you tremendously again. Were it not for all the valuable advice you've given me in this thread and many others the mod I am working on right now, wouldn't be anywhere close to what it is now. I am not even sure if I would have felt motivated enough to continue considering how daunting it is. Right now in a way it can be said that this thread is about 85% percent complete or so now. Since I've listed to the advice you've given me and come to understand, learn and expand on it. There is still plenty of things I am confused about, but the bulk of data related things I've needed to learn and most learned. 1-3 of last questions are solved. 4 I need to experiment with. 5 I think I understand, but since I've been doing some other things at the moment, have not gotten to the part where I need this yet. I am going to get to the next set of issues.
1. How to make a unit or model attachment orbit around another unit?
What I am trying to do is to create a unit that has spinning balls of fire orbiting it constantly that harms units when they collide with the fire. Specifically what I am unsure how to do is cause the orbiting.
2. How to change the lighting of units in specific locations?
There are some abilities that I would like to have provide some sort of special lighting to the battlefield when used. I also wanted to know if it is possible to preview how a light looks before applying it.
For now. These are my two questions. There is some others I may have soon, but I want to see if I can get the figured out first.
1. Use a SOp (Rotator) followed by a SOp (Local Offset).
Ok from the further description you probably want to do like the colossus weapon impact where you have a Site(Mover) actor that follows the circular periodic effects of a Create Persistent effect which is used to host your other visuals.
2. You get some omnilight and cone light actors so you would need to create them at the right spots and rotate them to face the impact location of some dummy effect.
I do not know of a way to preview lights but I am not a specialist in that field.
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1. That is correct. However there was an important part I left out which might change how things are done quite a bit. Specifically I want the ability to be able to grab all incoming enemies in a certain area, spin them around then cause damage rather just a default item created by the attacker. One of the things I am a bit confused on is to site mover and create persistent part. I wondered if you could explain how this is done in a bit more detail.
2. Going to be looking into this soon.
______________________________________________
I just had another 2 questions for today.
3. About the Buildable ability
Earlier I asked how someone would get multiple workers to build a structure. I had a look at the buildable ability, but what I am unsure of his how to get this ability to affect the working count. I realize there was the maximum workers field, but I don't see any a section for training units. How is this ability properly applied?
4. The longer version of the firebat weapon.
In co-op Raynor's Raiders can upgrade to use a much longer and larger version of the regular firebat weapon. I wanted to know how I would get a model like that for fireboats as I am unsure if it just needs to be resized, it consists of multiple models or I just simply have not found the right model yet.
1. Item created by the attacker? So you want to get units to spin around each other too? Could you please rephrase 1 so it is clear what you want the ability to do from start to end.
3. The Buildable type ability is added to all units that need to be created using a Build type ability. Without it the construction time of the structure is ignored and the unit is instantly created. It also determines the limit for the number of workers able to work on the structure while it is being constructed. Otherwise it acts like the other progress abilities such as Warpable and Progress.
4. You will notice the firebat uses a custom Model type actor for the launch assets of the Action actor. This model has actor events that change the scale of the actor when the upgrade is researched.
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1. I'll lay it out nicely. I want there to be an ability that when clicked causes nearby enemies to start spinning around the attacker. The enemies that are orbiting will then cause damage to nearby foes when the orbiting units crash into them. I also want the orbiting units to take damage. Was thinking maybe for about 6 seconds maybe with some visual effect around the enemies being orbited. Once the orbiting stops, I want the orbited enemies to resume their ability to move once after the 6 seconds if still alive.
3. I tried this on a standard merc compound; Adding the buildable ability to the mere compound itself and the scv just in case. Did not seem to affect anything. I did double check and I currently have the maximum builds set to 300. Could you elaborate a bit more on where the ability needs to be placed or what I might have done wrong? Do I just need to add it to the abilities section like most other abilities or is there something else you meant?
4. Solved! I added some scaling to it and now it looks amazing!
There is two new questions I have for today:
5. Guardian Shell. How to set this up properly?
So I have found a behavior called Guardian Shell in the behaviors tab which causing the invulernablity of Artanis's units in co-op as well as triggers the visual. The problem is that I need to have it pop up at the right time. I already created a unit compare vital validator for this, but I am unsure where to set this so that Guardian Shell will only happen when the unit is close to death.
6. How to set up an Automated Extractor, Refinery or Assimilator from scratch.
As of recently I've been running into some problems with automated extractors and assimilators. They just stopped working out of nowhere and I have no idea why. To this end I want to understand how these actually work and try to create one from scratch to see if it will start functioning right. I think I may understand how to set up the unit already, but what I am unsure of is how to get the vespene harvesting automatically.
1. Sounds like you will want to use kinetics then. Probably best to make the buff that adds the kinetics to have a periodic search dps that affects both units when a valid non-source target is found. Visual effect wise use a Model type actor. The buff could stun enemies for the duration and remove the kinetics when it expires.
3. The buildable only needs to be placed on the unit being constructed using the Build ability. Have you set a rate for the power build bonus?
5. Use a Buff behaviour with a damage response on defender that is validated when the life vital is below a certain percent.
6. The default automated extractor behaviour has a requirement for an upgrade. The auto harvest is basically a Buff behaviour with a periodic Set effect that uses a Modify Unit effect to deplete the Resource behaviour on the extractor unit and a Modify Player effect to add the resources to the harvesting player.
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I am about to a freaking heart attack again. Right out of nowhere the editor just crashes and the file I was working on goes corrupt and starts doing the exact same thing it did a while ago when I was having those problems with the Mac editor. I am lucky because I had about 4 backups this time and all of these backups were from the same day but............... what if I had not been that lucky? The mere thought of having an entire project I've been working on for months and I am so close to finishing no wiped just like that. I cannot take that. If that happened, I'd need A LOT to get my sanity back. Now here is the thing that worries me. At this moment I don't have any published backup files that are recent. The amount of stuff I would have to redo that I did in those past did is just painful thinking about. What if all files mysterious went corrupt or something like this. Dammit. Just what I hate. Having to redo loads of work and necessary roadblocks like this. I guess its back to using parallels for the meantime.
EDIT:
Alright. Thank God everything seems to be under control right now. I got the parallels up and all the project allocated to the parallels. PC editor is working just fine. I managed to get another version of it published and more copies. Ultimately just a few hours work is lost. Last time this happened I made preparations should something like this happen again. I am glad I was ready to deal with. Before I consult you about those responses before, I just want to make sure everything is running smoothly and everything is ready to go nicely again.
You mean change the terrain textures? Best I can think of is create Splat and State Monitor actors that create models with the visual.
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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
Alright. I am going to look up some good splats and as for state monitors. I think I have an understanding of how those work. I do have another question that I was hoping you might be able to answer before the day is over. Thank you very much again for all the help so far! This question might be really easily, but I have a list of like 102 data related issues that I am trying to get done in order to get this mod up to par! My next question is about how to reduce the ghost nuke time to drop? For heroes such as nova, I've been wanting to make it a bit shorter, but I am not sure which field I need to input arrange this.
The zerg aoe cursor splat model is good for texture swapping I find.
The nuke drop time is set by the Effect: initial Delay field of the Create Persistent effect directly after the Use Calldown effect. Remember you will need to change the animation speed of some of the actors.
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Sent you a demo map for the calldown panels at the top of the screen.
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In reply to DrSuperEvil:
1. It does not even need to be a full unit and can be just an actor. Usually for such abilities a trigger creates a visual unit that is ordered to move to a location (sometimes adjusting speed when near the target point) which then uses a transient ability or is just used as a source for some other trigger related effect chain. In the case of the nova ability a buff is applied that a trigger (CM_NovaGriffinBombingRunActivated) uses that sets a lot of LOTV SOA variables to use the Nova Griffin Bombing Run Execute ability. That just creates a unit and 2 create persistent effects later periodically uses an issue order effect to go to the target point.
The Morph type ability sets when the stats of a unit changes between the two forms and over what time period. Rest is under the actor events of the Unit actor (hint they tend to start with Ability Morph).
Merc ground drop? You mean the drop pod spawn? That is just a Train type ability that creates the unit at the rally point via the Ability: Info - Location field and uses an effect under the Ability: Info - Effect field to create the visual of the drop pod spawning the unit thanks to a buff that makes the actor no draw and stuns it while actors show the pod (a Create Persistent is used for the delay).
2. If you look at the mutalisk weapon it has several search area effects that use a launch missile effect to the next target. You just need to apply a buff stack to the caster unit and validate that using a Switch effect. An Ennumerate Area validator can detect if there are no targets while a Unit Compare Behavior Count validator can count how many units have already been hit from buff stacks on the caster. The return missile on impact clears the buff stacks. If it is able to have several being cast at the same time consider using markers but those are more fussy.
3. They usually use a persistent effect to use several searches at different offsets in a line and use markers to avoid hitting the same target twice. Again markers are fussy and require a Damage effect. The firebat just uses one long flame model made by the Action actor unlike the hellion that uses a beam.
4. Triggers. The first click creates an invisible caster unit at the target location and the second click orders the previously created caster unit to use an ability starting from the caster. These units are then destroyed/suicide on casting. Synchrony is created by pausing the units on creation and unpausing them at once.
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In reply to DrSuperEvil:
1. Damage effects can have an internal search area to give splash like the siege tank damage effect. Most linear attacks like the colossus or hellion use a weapon that has a Create Persistent effect that uses periodic Search Area effects in a line that use the Damage effects.
2. No back or preswing on the weapons since those prevent other weapons firing at the same time. There are also flags under the two weapon option fields. For multiple attacks like some missile launching units eg. Viking use a Create Persistent effect with a few periods per use.
3. Just issue the orders and do not make it override the order queue. Make sure your unit can move to start with.
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In reply to DrSuperEvil:
Go to the Models data type and make a new model and select that variation. Then change the model used by the actor.
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In reply to DrSuperEvil:
Yea I wish I had tried that first. This fixed the problem. Didn't think it would be that simple cause of another similar issue I had a while ago. I have 4 more questions for today.
1. How get weapons and missile abilities to launch from a specific attachment point?
Some of the new units that I have used copied weapons and as such, the new weapons and abilities have the weapons being shot from the wrong place. I know that there has to be a right way of getting them to shoot from a specific desired point, but I am not sure how. Maybe it has nothing to do with attachment points, but offsets?
2. Allowing Allies to build on creep
I don't want enemies to be able to build on creep, but still allow allies to build on it. Some of the factions I have in this mod use creep widespread quite a bit.
3. Which action commands in the trigger editor would be needed to order a newly spawned unit to a specific point?
I know this is not data, but its the only question I have about triggers for right now. I've been making multiple attempts to get the griffin to spawn and move to a specific point. However for right now I am trying to do this without the extra caster unit to practice. There is numerous other units that I'd like to have spawned then move to a specific point as well.
4. How to set up a first person mode view?
This may be somewhat beyond my scope for the moment, but I wanted to experiment with this. I've seen some mods set up first person view modes for units and have them do specific things. I may not have first person mode in this mod, but I wanted to try out how to examine interesting possibilities, but I am unsure how to set this up. I assume it has something to do with the camera actions in the trigger editor or whatever they are called.
5. Understanding Aliases
Recently I decided to try working on a whole bunch of upgrades for +1 armor and +1 damage for each faction. The thing though is that I think I might have done it the very long way. I made 6 sets of requirements for each upgrade as well as 3 sets of upgrades for each faction. Now I wondered if there was a more efficient faster way to get all of this done. My understanding is that Alias are often used for things like this to save time, but I don't understand what they are, how to create them and how to apply it to this situation.
1. Under the Action actor the Combat: Launch Site Ops - Operations field. Just use a SOp(Attachment) SOp.
2. Creep is not owned by any player. You would have to use Ennumerate Area validators under the Build ability to check for proximity to any creep sources.
3. Use an Issue Order action for the Last Created Unit.
4. Those usually use triggers and the Cameras data type. They usually set the position of the camera to the unit and the target based on the angle the unit is facing (give or take an offset). Under the data aspects the camera has some smoothing for movement added. Try this as a starting point: https://www.sc2mapster.com/forums/development/triggers/150239-first-person-camera
5. Aliases are a user defined string used to identify groups of units as equivalent for requirements. You set them under the Tech Tree: Tech Alias field of the Units data type. A good example of application is the Alias_Hatchery alias of the hive, hatchery and lair units used by the Have hatchery requirement.
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In reply to DrSuperEvil:
1. Use a SOp (Rotator) followed by a SOp (Local Offset).
Ok from the further description you probably want to do like the colossus weapon impact where you have a Site(Mover) actor that follows the circular periodic effects of a Create Persistent effect which is used to host your other visuals.
2. You get some omnilight and cone light actors so you would need to create them at the right spots and rotate them to face the impact location of some dummy effect.
I do not know of a way to preview lights but I am not a specialist in that field.
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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. Item created by the attacker? So you want to get units to spin around each other too? Could you please rephrase 1 so it is clear what you want the ability to do from start to end.
3. The Buildable type ability is added to all units that need to be created using a Build type ability. Without it the construction time of the structure is ignored and the unit is instantly created. It also determines the limit for the number of workers able to work on the structure while it is being constructed. Otherwise it acts like the other progress abilities such as Warpable and Progress.
4. You will notice the firebat uses a custom Model type actor for the launch assets of the Action actor. This model has actor events that change the scale of the actor when the upgrade is researched.
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In reply to DrSuperEvil:
1. Sounds like you will want to use kinetics then. Probably best to make the buff that adds the kinetics to have a periodic search dps that affects both units when a valid non-source target is found. Visual effect wise use a Model type actor. The buff could stun enemies for the duration and remove the kinetics when it expires.
3. The buildable only needs to be placed on the unit being constructed using the Build ability. Have you set a rate for the power build bonus?
5. Use a Buff behaviour with a damage response on defender that is validated when the life vital is below a certain percent.
6. The default automated extractor behaviour has a requirement for an upgrade. The auto harvest is basically a Buff behaviour with a periodic Set effect that uses a Modify Unit effect to deplete the Resource behaviour on the extractor unit and a Modify Player effect to add the resources to the harvesting player.
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
I am about to a freaking heart attack again. Right out of nowhere the editor just crashes and the file I was working on goes corrupt and starts doing the exact same thing it did a while ago when I was having those problems with the Mac editor. I am lucky because I had about 4 backups this time and all of these backups were from the same day but............... what if I had not been that lucky? The mere thought of having an entire project I've been working on for months and I am so close to finishing no wiped just like that. I cannot take that. If that happened, I'd need A LOT to get my sanity back. Now here is the thing that worries me. At this moment I don't have any published backup files that are recent. The amount of stuff I would have to redo that I did in those past did is just painful thinking about. What if all files mysterious went corrupt or something like this. Dammit. Just what I hate. Having to redo loads of work and necessary roadblocks like this. I guess its back to using parallels for the meantime.
EDIT:
Alright. Thank God everything seems to be under control right now. I got the parallels up and all the project allocated to the parallels. PC editor is working just fine. I managed to get another version of it published and more copies. Ultimately just a few hours work is lost. Last time this happened I made preparations should something like this happen again. I am glad I was ready to deal with. Before I consult you about those responses before, I just want to make sure everything is running smoothly and everything is ready to go nicely again.
With all big projects you must always have parallel backups on separate hard drives.
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