First asked this on Team Liquid, but was guided here. :)
1. How can I make it so a unit has a white square in the selection card, denoting him as a hero? I can make his portrait appear above the command buttons, but not this.
Edit: This I've found out, but I can't find the War Pig in the "actors" section, and my hero is... you guessed it, a War Pig.
2. I use the campaign dependencies to gain access to certain stuff I need for my maps, but this alters certain things, specifically upgrades. In the campaign, stim packs, etc. is researched at the Hyperion, but I want them to be researched at the regular location, more specifically the tech lab. However, if you do research it there, the marine won't have it.
@EivindL: Go people always discover it the hard way, so... The order of the dependency files matter. There should be a warning. a big red warning in the dependency menu saying the order matters.
Whenever there's conflict in data or assets (ie 2 version of the same texture from different dependency mods) the one on top is used. This is particularly important for data because there are lots of conflicts in Liberty mods. If you want melee data to be used, melee mod should be on top, and campaign at the bottom.
Edit: This I've found out, but I can't find the War Pig in the "actors" section, and my hero is... you guessed it, a War Pig.
War Pigs are called "Kelmorian Miner" in the actor section for some reason. You can get all related objects for your unit, if you enable the Object Explorer ( Shift + Alt + E).
Quote:
2. I use the campaign dependencies to gain access to certain stuff I need for my maps, but this alters certain things, specifically upgrades. In the campaign, stim packs, etc. is researched at the Hyperion, but I want them to be researched at the regular location, more specifically the tech lab. However, if you do research it there, the marine won't have it.
There are multiple dependencies for you to pick. There are:
Liberty (Mod), which adds most of the multiplayer stuff, but is unaffected by patches.
Liberty Multi (Mod) includes all the patch updates for multiplayer units.
Liberty (Campaign) adds all campaign-specific stuff like models, new units etc, but does not alter any multiplayer data.
Liberty Story (Campaign) adds all changes to multiplayer data.
So for usual custom maps, you probably want to enable Liberty (Mod) and Liberty (Campaign) only.
I have another question, though. I'm making a trigger where if a spectre uses Ultrasonic Pulse on a unit (which stuns the unit), there is an action. How do I set up the event/conditions so that it only triggers when a specific unit is stunned. Ultrasonic Pulse is an area of effect ability, by the way (not unit-specific).
You can use the Unit uses Effect event with any unit and the specific effect, which applies the stun. Then you can use the Triggering Effect Unit to catch specific units of the triggering effect, like target and caster.
First asked this on Team Liquid, but was guided here. :)
1. How can I make it so a unit has a white square in the selection card, denoting him as a hero? I can make his portrait appear above the command buttons, but not this.
Edit: This I've found out, but I can't find the War Pig in the "actors" section, and my hero is... you guessed it, a War Pig.
2. I use the campaign dependencies to gain access to certain stuff I need for my maps, but this alters certain things, specifically upgrades. In the campaign, stim packs, etc. is researched at the Hyperion, but I want them to be researched at the regular location, more specifically the tech lab. However, if you do research it there, the marine won't have it.
@EivindL: Go
Merc - marine, I believe is what the Warpigs actor is called.
@EivindL: Go people always discover it the hard way, so... The order of the dependency files matter. There should be a warning. a big red warning in the dependency menu saying the order matters.
Whenever there's conflict in data or assets (ie 2 version of the same texture from different dependency mods) the one on top is used. This is particularly important for data because there are lots of conflicts in Liberty mods. If you want melee data to be used, melee mod should be on top, and campaign at the bottom.
@SoulFilcher: I'll try that. Does melee = multi?
I can't find it.
War Pigs are called "Kelmorian Miner" in the actor section for some reason. You can get all related objects for your unit, if you enable the Object Explorer ( Shift + Alt + E).
There are multiple dependencies for you to pick. There are:
So for usual custom maps, you probably want to enable Liberty (Mod) and Liberty (Campaign) only.
@Kueken531: Go
Thanks, guys.
I have another question, though. I'm making a trigger where if a spectre uses Ultrasonic Pulse on a unit (which stuns the unit), there is an action. How do I set up the event/conditions so that it only triggers when a specific unit is stunned. Ultrasonic Pulse is an area of effect ability, by the way (not unit-specific).
You can use the Unit uses Effect event with any unit and the specific effect, which applies the stun. Then you can use the Triggering Effect Unit to catch specific units of the triggering effect, like target and caster.
@Kueken531: Go
I can't seem to get it to work, no matter what variation I use. This is one of them:
- Unit - Any Unit uses Spectre - Ultrasonic Pulse at Generic1 - Any stage (Ignore shared abilities)
- (Triggering ability target point) == (Position of Medic [112.70, 51.52])
The medic is stunned, but the action doesn't run.