With the trigger have you removed the conditions that require specific upgrades to be researched by the player?
The CM_Dehaka_EssencePickup trigger uses a Unit XP Add XP action to add experience to the veterancy behaviour because the Behavior: Experience Fraction field is set to 0 on the actual behaviour.
With the essence drop trigger have you removed specific conditions that require the player to have a commander related upgrade to work? The reason your trigger modification is not working is because an integer value is assigned to the essence units on creation which is used on pickup to assign the amount of XP to add.
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>>The reason your trigger modification is not working is because an integer value is assigned to the essence units on creation which is used on pickup to assign the amount of XP to add.
Why does assigning to the essence units on creation makes my trigger not work? I dont get it.
Where can I find the requirements of upgrade/commander? And I cant find any experience values to edit on dehaka's behavior. Is the experience behvior separate?
Mostly I know what your words mean but I dont undertand why.
For example, last time I questioned about the dehaka trigger that even my trigger is initially on it doesnt work. And you replied "Unless you made it initially on it will not be."
What do you mean unless? I just simply dont undertstand what you want to say to me..
When the essence unit is created an integer is assigned to the unit. When the essence unit is picked up that integer is used to determine the experience given. By linking the pickup trigger to a unit dies action you are equivalently picking up a 0 integer worth of essence since it has not been assigned so 0 experience/
The CM_HeroSpawn trigger is used to apply different Veterancy type behaviours to dehaka based on the commander level. Look for Veterancy type behaviours beginning with DehakaVeterancyCoop.
Look in Player Commanders found under the User Data data type. There is an instance called Default Upgrades which is used to determine upgrades the commander starts with. The upgrade is called Commander - Zerg - Dehaka. There is also an upgrade called PlayerCommander (Unnamed) used by the Coop Preset Commander And Team action definition to determine what players are known as commanders since the Set Commander action is blizzard use only. You require both of those upgrades to get those triggers to work since the essence drop requires PlayerCommander (Unnamed) in the condition to run and the dehakaPlayer variable needs to be set to your player.
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So all I need to do is delete the commander/upgrade requirements and change the Veterancy Behavior? And just changing the event of the pickup trigger doesnt work since the essence pick up value is defined on the essence drop trigger right?
And about the trigger. Where can I find all the commander triggers? I can only find the one at
Coop(mission) >> Data utilities
So the triggers I can edit is limited due to this. Or is this everything of commander triggers?
Man galaxy editor is hard. Its tough to undertand with my brain. Or it could just because of my poor english skills.
Yes. Although you will still need to specify a player for the dehakaPlayer variable since that is used to determine who to spawn the essence unit for.
Most of the general commander setup triggers are under Core (COOP)/Initialization and Tech folders. The commander specific triggers are set under the CM_StartingTechForHumanPlayer action definition which runs commander specific master triggers eg. CM_Dehaka_TriggersInit that activate all the triggers for that commander.
I literally deleted every connecetion between the dehaka/player requirements and requirment nodes. And I changed the value of the player at the essence drop trigger into "triggering player" adding a debug messeage when the trigger is activated as well. But didnt go well. The debug message wasn't showing at all as well as the essence.
Did I misunderstood your words? Or is there another requirement/requirement nodes that I don't know?
I literally deleted every connecetion between the dehaka/player requirements and requirment nodes. And I changed the value of the player at the essence drop trigger into "triggering player" adding a debug messeage when the trigger is activated as well. But didnt go well. The debug message wasn't showing at all as well as the essence.
Did I misunderstood your words? Or is there another requirement/requirement nodes that I don't know?
Yes. But I made a new mod to test the dehaka trigger in case of bugs. So the only thing I changed are debug messages, requirements, setting dehaka trigger initially on and setting the dehaka player to triggering player.
Its not just about the debug message. Essences wont drop.
Adding a simple Text Message action is a good way to find where a trigger stops running. Having it at the top tells you the events are working as intended. You can then move it down the list of actions as see where it stops working.
Also try Killing Player instead of triggering player.
That or the conditions. From the screenshot you have not removed condition number 2. Number 2 requires the PlayerCommander (Unnamed) upgrade which I mentioned previously.
So the debug message is not even showing? Also make sure any debug messages can show since they can be supressed. I prefer to use the Text Message action for debugging.
With the trigger have you removed the conditions that require specific upgrades to be researched by the player?
The CM_Dehaka_EssencePickup trigger uses a Unit XP Add XP action to add experience to the veterancy behaviour because the Behavior: Experience Fraction field is set to 0 on the actual behaviour.
With the essence drop trigger have you removed specific conditions that require the player to have a commander related upgrade to work? The reason your trigger modification is not working is because an integer value is assigned to the essence units on creation which is used on pickup to assign the amount of XP to add.
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
When the essence unit is created an integer is assigned to the unit. When the essence unit is picked up that integer is used to determine the experience given. By linking the pickup trigger to a unit dies action you are equivalently picking up a 0 integer worth of essence since it has not been assigned so 0 experience/
The CM_HeroSpawn trigger is used to apply different Veterancy type behaviours to dehaka based on the commander level. Look for Veterancy type behaviours beginning with DehakaVeterancyCoop.
Look in Player Commanders found under the User Data data type. There is an instance called Default Upgrades which is used to determine upgrades the commander starts with. The upgrade is called Commander - Zerg - Dehaka. There is also an upgrade called PlayerCommander (Unnamed) used by the Coop Preset Commander And Team action definition to determine what players are known as commanders since the Set Commander action is blizzard use only. You require both of those upgrades to get those triggers to work since the essence drop requires PlayerCommander (Unnamed) in the condition to run and the dehakaPlayer variable needs to be set to your 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
In reply to DrSuperEvil:
Yes. Although you will still need to specify a player for the dehakaPlayer variable since that is used to determine who to spawn the essence unit for.
Most of the general commander setup triggers are under Core (COOP)/Initialization and Tech folders. The commander specific triggers are set under the CM_StartingTechForHumanPlayer action definition which runs commander specific master triggers eg. CM_Dehaka_TriggersInit that activate all the triggers for that commander.
To learn more about triggers read this: https://sc2mapster.gamepedia.com/Triggers
Also for a more user friendly version of the allied commanders mod: https://www.sc2mapster.com/projects/the-assets-of-evil/files/2496461
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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In reply to DrSuperEvil:
In reply to DrSuperEvil:
So if you have your debug message as the first action for the trigger it shows nothing?
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In reply to DrSuperEvil:
Adding a simple Text Message action is a good way to find where a trigger stops running. Having it at the top tells you the events are working as intended. You can then move it down the list of actions as see where it stops working.
Also try Killing Player instead of triggering 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
In reply to DrSuperEvil:
In reply to DrSuperEvil:
That or the conditions. From the screenshot you have not removed condition number 2. Number 2 requires the PlayerCommander (Unnamed) upgrade which I mentioned previously.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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In reply to DrSuperEvil:
So the debug message is not even showing? Also make sure any debug messages can show since they can be supressed. I prefer to use the Text Message action for debugging.
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:
Ok start off by systematically disabling all the conditions and then see if it works and then enable the conditions one at a time.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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