Hi all, i've been finding how to give marine shield without the upgrade. I tried removing the behavior "Use Marine Shield" but it doesn't work. I know i can use trigger to make it work. But is there a way to manipulate it in the data editor so that i can let my custom marine have shield right off the bat? If so how can i do it in the data editor?
Also, how does the marine shield behavior links to upgrade?
Lets see here, from what I see... The Unit points to the behavior which links to the requirement "Use Shield Wall" which requires the upgrade "Marine - Combat Shield" to be complete. However, all the effects added to the marine are part of the upgrade and not the behavior.
[edit]
I found were you can change the price and time to build. Find "Tech Lab Research (Barracks)" under abilitys. From there edit the "Info +" field. You'll get a little window, double click the Combat Shield and you'll get another window. There will be a scroll bar on the far left of the whole window. Scroll down and you'll find the resource prices and the time to build.
Hope that helps you figure out what you might need to move/change to make it defualt.
I'm wondering the same thing, i've read that by removing the requirement they should appear with the shield, but even though i have removed it, nothing happens :(
I'm kind of just guessing here, but it seems to be linked to the "Cover" animation for the Marine model, which apparently makes the shield disappear.
If you look at the Marine actor, there is an ActorCreation event that checks "ValidateUnit NoMarineShield." This validator checks for whether or not the player has the Marine Shields upgrade.
Just below that there are events for "Upgrade.ShieldWall.Add" and "Upgrade.ShieldWall.Remove" which cause the actor to start playing the Cover animation, or to stop playing it. Again, its based on the upgrade.
The actor looks for the upgrade and applies the shield appropriately. Even if you remove the behavior's requirement, it won't have anything to do with the actor, because the actor is specifically looking for the upgrade.
If you want all marines to appear with the shield, the easiest way would be to delete all of those events from the Actor. Since the marines have the shield by default (the Cover animation actually hides the shield) then if you delete the events that cause the Cover animation to play, it won't ever play, and marines will always have shields.
Hey, I see it's been a while since these posts, but I was wondering if this sort of work-around applies to other upgrade-related graphics, like zergling wings and tunneling roaches' crystal backs, or causing banelings to roll (and that might be the whole list...)
Hi all, i've been finding how to give marine shield without the upgrade. I tried removing the behavior "Use Marine Shield" but it doesn't work. I know i can use trigger to make it work. But is there a way to manipulate it in the data editor so that i can let my custom marine have shield right off the bat? If so how can i do it in the data editor?
Also, how does the marine shield behavior links to upgrade?
Thanks in advance!
@Bobby5589: Go
I'm wondering the same thing, i've read that by removing the requirement they should appear with the shield, but even though i have removed it, nothing happens :(
I'm kind of just guessing here, but it seems to be linked to the "Cover" animation for the Marine model, which apparently makes the shield disappear.
If you look at the Marine actor, there is an ActorCreation event that checks "ValidateUnit NoMarineShield." This validator checks for whether or not the player has the Marine Shields upgrade. Just below that there are events for "Upgrade.ShieldWall.Add" and "Upgrade.ShieldWall.Remove" which cause the actor to start playing the Cover animation, or to stop playing it. Again, its based on the upgrade.
The actor looks for the upgrade and applies the shield appropriately. Even if you remove the behavior's requirement, it won't have anything to do with the actor, because the actor is specifically looking for the upgrade.
If you want all marines to appear with the shield, the easiest way would be to delete all of those events from the Actor. Since the marines have the shield by default (the Cover animation actually hides the shield) then if you delete the events that cause the Cover animation to play, it won't ever play, and marines will always have shields.
@MasterDinadan: Go
My hero <3
Same here, that's exactly the hint I needed for my No-Shield-Marine.
Hey, I see it's been a while since these posts, but I was wondering if this sort of work-around applies to other upgrade-related graphics, like zergling wings and tunneling roaches' crystal backs, or causing banelings to roll (and that might be the whole list...)
@Whiddin:
that's all under the Events - Events+ tab of the actor
Just use PlayAnim, ApllyAnimGroup or ModelSwap actions.
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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