Well for one, gates at the very least security gates can be opened and closed by spamming that button. Though it seems raise gate was never really implemented. Now what I don't entirely get is why you can't just issue that order and get gates to close again. Given that the button seem to never really have been finished, though the gate does close when pressing it so at least something has to be functioning with it. Anyways, anyone know of a command or have any thoughts on how this can be done? Asides from going the round about way with using the close animation and then replacing the opened door with a raised one.
It's very easy to do via triggers, infact they use it on the campaign prison map that Tosh is in. Open that up and look through their triggers, you will see they simply issue the Open Gate command to the unit, you can also do the Close Gate command.
Toshs's campaign only does opens, none of the triggers show any sign of closing the gate, haven't actually played the map myself. So if you'd actually read the post, you'd know that opening gates are simple as hell, getting them closed however, takes a bit more work. Which apparently you seem to have no clue about.
Toshs's campaign only does opens, none of the triggers show any sign of closing the gate, haven't actually played the map myself. So if you'd actually read the post, you'd know that opening gates are simple as hell, getting them closed however, takes a bit more work. Which apparently you seem to have no clue about.
No need to be a jerk, especially when you are the one wanting help. If you actually read what I wrote I said to do what they do in the campaign, just change it to the Close Gate command. You really should be able to figure that bit out.
I can open and close gates via triggers fine on my map, so yeah you are right, I have no clue about how to do it!
Yea, he's actually right lol. Blizzard just didn't finish the button for Close Gate, but it still works. All you have to do is fix the button by going to the door you want to fix and select Ability - Command Card +, and then selecting the broken button (it's on the bottom row, forget which one but it doesn't have an image so you just have to find which has fields for it) and you can see that they just didn't select the right image, but the ability itself is there. So just double click the thing under Buttons: and search for close gate and select that... next time be a little nicer too
Note that the Ability Command field is empty and theres no choice to make there either.
If I doubleclick the Close Gate ability under Buttons: and do a search for close, the only thing that comes up is SpacePlatformDoorClose (Unnamed)
This is why we cannot create the trigger to close the gate I think.
Opening the gate works fine... I've looked at the abilities, at the actors and what not, I can't figure it out!
Found the solution elsewhere, maybe it's ok to share it here?
<<quote Icey #883>>
Metal Gate Straight example:
Ok so lets say you've created your map, and you've added the campaign dependency already. Now you'll click the Units layer, why the units layer? Because when we get to specifically asking the door to open/close, one of the easiest ways to do this is to issue them orders, just like you would a unit. So your doors need to be units, to be able to use that function. Luckily those working on the campaign have done this already for a fair few gates/doors.
Now in the units layer, we pick a non-playing player like neutral, then in the bottom drop down menu select destructible, and look for Metal Gate Straight. For this example I've picked "MetalGateStraightHorizontal".
Now we open up triggers and where you'd like the door to open in your code you add action - Issue Order, then you select under unit, the "MetalGateStraightHorizontal" you just placed, you keep Order with No Target for Order, and double click Ability Command, using the search box is the easiest way to find these, and you type "metal" this will bring up a short list of abilities related to the metalgate doors. You then select Open Door - MetalGateStraightHorizontalLowered (Unnamed) because you need to make sure to select an ability/order that matches the door type you're using. You then choose if you want this order to replace any existing orders for the door or after any existing orders or before, because the game will queue orders. After that you've done your very first door lowering command. Yay!
Now intriguingly I bet you've noticed that there were no commands in that list to raise/close the door, right? That's odd! What's good to note is that what we did before was tell the gate to perform an ability. So what we're going to do is open up the data editor - Select the abilities tab, in search we'll type metal, to refine the list. In here there's a bigger range then what was showing up in Issue orders list, now the close door one we're after is called MetalGateStraightHorizonal, (as opposed to MetalGateStraightHorizontalLowered), which you should be able to spot in the list, take note of that name. Now because the editor is being annoying and not adding an ability that exists to the issue order list, we're going to have to do this manually. So it's back to the trigger editor, now where you want the door to close, add another Issue Order action, select your MetalGateStraightHorizontal door for the unit, and keep Issue Order with no Target, now double click Ability Command like we did for the last one, except this time, we're going to click the Custom Script radio button. Now you'll see an empty text box, in there we'll write the following -
AbilityCommand("MetalGateStraightHorizontal", 0)
What this does is, exactly what selecting the ability from the list does code wise, except we've selected an ability we know exists, but isn't showing up on the list.
Now you just set the queue order you want for this order and you're done and dusted :) Repeat these two commands where you need them through your triggers.
P.S. Hehe this is the easier one to explain :P <</quote>>
Well for one, gates at the very least security gates can be opened and closed by spamming that button. Though it seems raise gate was never really implemented. Now what I don't entirely get is why you can't just issue that order and get gates to close again. Given that the button seem to never really have been finished, though the gate does close when pressing it so at least something has to be functioning with it. Anyways, anyone know of a command or have any thoughts on how this can be done? Asides from going the round about way with using the close animation and then replacing the opened door with a raised one.
It's very easy to do via triggers, infact they use it on the campaign prison map that Tosh is in. Open that up and look through their triggers, you will see they simply issue the Open Gate command to the unit, you can also do the Close Gate command.
@KratsAU: Go
Toshs's campaign only does opens, none of the triggers show any sign of closing the gate, haven't actually played the map myself. So if you'd actually read the post, you'd know that opening gates are simple as hell, getting them closed however, takes a bit more work. Which apparently you seem to have no clue about.
Just need to add the close command to the gate and it will open and close when you want through triggers
No need to be a jerk, especially when you are the one wanting help. If you actually read what I wrote I said to do what they do in the campaign, just change it to the Close Gate command. You really should be able to figure that bit out.
I can open and close gates via triggers fine on my map, so yeah you are right, I have no clue about how to do it!
@sintri: Go
Yea, he's actually right lol. Blizzard just didn't finish the button for Close Gate, but it still works. All you have to do is fix the button by going to the door you want to fix and select Ability - Command Card +, and then selecting the broken button (it's on the bottom row, forget which one but it doesn't have an image so you just have to find which has fields for it) and you can see that they just didn't select the right image, but the ability itself is there. So just double click the thing under Buttons: and search for close gate and select that... next time be a little nicer too
I don't get it either. I see the hidden close gate button, which is set as following by default:
Command Type: Ability Command
Requirements: (None)
Ability: DestructibleGateDiagonalULBR (Unnamed)
Ability Command:
Note that the Ability Command field is empty and theres no choice to make there either.
If I doubleclick the Close Gate ability under Buttons: and do a search for close, the only thing that comes up is SpacePlatformDoorClose (Unnamed)
This is why we cannot create the trigger to close the gate I think.
Opening the gate works fine... I've looked at the abilities, at the actors and what not, I can't figure it out!
Found the solution elsewhere, maybe it's ok to share it here?
<<quote Icey #883>>
Metal Gate Straight example:Ok so lets say you've created your map, and you've added the campaign dependency already. Now you'll click the Units layer, why the units layer? Because when we get to specifically asking the door to open/close, one of the easiest ways to do this is to issue them orders, just like you would a unit. So your doors need to be units, to be able to use that function. Luckily those working on the campaign have done this already for a fair few gates/doors.
Now in the units layer, we pick a non-playing player like neutral, then in the bottom drop down menu select destructible, and look for Metal Gate Straight. For this example I've picked "MetalGateStraightHorizontal".
Now we open up triggers and where you'd like the door to open in your code you add action - Issue Order, then you select under unit, the "MetalGateStraightHorizontal" you just placed, you keep Order with No Target for Order, and double click Ability Command, using the search box is the easiest way to find these, and you type "metal" this will bring up a short list of abilities related to the metalgate doors. You then select Open Door - MetalGateStraightHorizontalLowered (Unnamed) because you need to make sure to select an ability/order that matches the door type you're using. You then choose if you want this order to replace any existing orders for the door or after any existing orders or before, because the game will queue orders. After that you've done your very first door lowering command. Yay!
Now intriguingly I bet you've noticed that there were no commands in that list to raise/close the door, right? That's odd! What's good to note is that what we did before was tell the gate to perform an ability. So what we're going to do is open up the data editor - Select the abilities tab, in search we'll type metal, to refine the list. In here there's a bigger range then what was showing up in Issue orders list, now the close door one we're after is called MetalGateStraightHorizonal, (as opposed to MetalGateStraightHorizontalLowered), which you should be able to spot in the list, take note of that name. Now because the editor is being annoying and not adding an ability that exists to the issue order list, we're going to have to do this manually. So it's back to the trigger editor, now where you want the door to close, add another Issue Order action, select your MetalGateStraightHorizontal door for the unit, and keep Issue Order with no Target, now double click Ability Command like we did for the last one, except this time, we're going to click the Custom Script radio button. Now you'll see an empty text box, in there we'll write the following -
AbilityCommand("MetalGateStraightHorizontal", 0)
What this does is, exactly what selecting the ability from the list does code wise, except we've selected an ability we know exists, but isn't showing up on the list.
Now you just set the queue order you want for this order and you're done and dusted :) Repeat these two commands where you need them through your triggers.
P.S. Hehe this is the easier one to explain :P <</quote>>
Source: http://forums.wowgrunt.com/sc2/thread.php?id=68566872&forumID=11479®ion=sea