In Coop they have a HeroReviveUnit specified under the Player Commanders user data. The CM_HeroSpawn and CM_HeroDied triggers do the rest. How heroes work in coop is a hero is spawned instantly on game start and killed before dragging the corpse to the 0,0 coordinate. A revive unit is then created at the town hall closest to the player starting point and ordered to use a Revive type ability to instantly revive the hero. A buff is then applied to the hero that supresses the art and stuns it for a duration which is what you perceive as the revive timer.
Under the User Data data type under Player Commanders you need to specify 4 things for the hero, the revive ability, the ability link for the revive ability, the hero unit and the revive unit.
The User Data data type is found in the data editor under the Edit Advanced Game Data menu when you click the green cross to open a new data type. Player Commanders is a User Data entry found in the Allied Commanders mod so will not appear unless you have the mod active in your map.
I am working on a delimited version of the coop mod but it will probably only be ready by the end of the week.
yes for the moment there are no commander because i don't know how to do ! LOL
But i have find the way to put VOID Trasher and its very cool for a fisrt coop map.
I try the map you give to me but always i try to play the map i have the terran with no commander. I try to change in the trigger somes element but nothing change.
If you find the solution to put commander give me a feedback and a demo map.
Problem is there are already two coop maps that use void thrashers as a foe. I have sent you my coop delimited template so hopefully you will be able to fix your lack of commanders custom or otherwise. I agree that anyone who got the RTC mods to work did wonders considering the number of hours I needed to make the mod even usable not to mention able to be easily customised.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I have a roundabout way of doing it, but it works like a charm. This could be useful if you aren't the best with triggers. Basically what you do is just create a train ability with autocast on and have the cocoon to be trained. Include a requirement that Kerrigan and another cocoon cannot be alive at the moment. Set the train time to .1 and add a behavior that destroys the cocoon once Kerrigan is released.
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hi how to do this ? i know in coop map the use a merc building to do that but i don't saw the trigger for that.
I try to use revive kerrigan but not working.
Do you have an idea for kerrigan build in cocoon after 4 minute like coop mission ?
In Coop they have a HeroReviveUnit specified under the Player Commanders user data. The CM_HeroSpawn and CM_HeroDied triggers do the rest. How heroes work in coop is a hero is spawned instantly on game start and killed before dragging the corpse to the 0,0 coordinate. A revive unit is then created at the town hall closest to the player starting point and ordered to use a Revive type ability to instantly revive the hero. A buff is then applied to the hero that supresses the art and stuns it for a duration which is what you perceive as the revive timer.
Under the User Data data type under Player Commanders you need to specify 4 things for the hero, the revive ability, the ability link for the revive ability, the hero unit and the revive unit.
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:
The User Data data type is found in the data editor under the Edit Advanced Game Data menu when you click the green cross to open a new data type. Player Commanders is a User Data entry found in the Allied Commanders mod so will not appear unless you have the mod active in your map.
I am working on a delimited version of the coop mod but it will probably only be ready by the end of the week.
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
if you want you could test my coop map "jungle sauvage" in sc2 arcade map.
i need to upgrade again this version to add commander.
thank for help :)
yeah unlocking the ability to add new commanders was a pain. So many limitations.
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
Just played your map and I saw no commanders at all.
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:
Problem is there are already two coop maps that use void thrashers as a foe. I have sent you my coop delimited template so hopefully you will be able to fix your lack of commanders custom or otherwise. I agree that anyone who got the RTC mods to work did wonders considering the number of hours I needed to make the mod even usable not to mention able to be easily customised.
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
Very good and long job ! i have looking your map and pfff it will be hard... LOL
At least I have removed anything stopping you making custom stuff for commanders.
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 have a roundabout way of doing it, but it works like a charm. This could be useful if you aren't the best with triggers. Basically what you do is just create a train ability with autocast on and have the cocoon to be trained. Include a requirement that Kerrigan and another cocoon cannot be alive at the moment. Set the train time to .1 and add a behavior that destroys the cocoon once Kerrigan is released.