I've tried not to spam the forums here but I haven't got a response from a PM. I figured the best way to get this answered would be to create a new thread so yeah.
Anyway, I've copied the Locust Swarm ability but the thing is the spawned units won't move. They move properly when using the Crypt Lord's Locust Swarm but not when they are spawned using a duplicate ability on another unit. Now I've looked through behaviours, validators and effects and I can't seem to find why. However, I did find a Locust Wander behaviour but I'm unsure if that actually means anything since it has no links. I've also skimmed through actors and couldn't find anything that made the locusts move in there.
Here's a few screenshots comparing the Locusts from one unit and one from the Crypt Lord in game:
Shows Crypt Lord Locusts spawning properly.
Shows other unit Locusts staying where they were created.
They don't expire either.
Here's my Duplicate ability, I have not changed any values:
Comparing the two...
This is the copied ability, it has nothing changed.
The original ability...
If you need any more screenshots then let me know, but I've got no clue at this point... I've probably spent a good 3 hours trying to figure it out.
Any suggestions?
Sounds like a Wander behaviour or Strafe weapon issue. As for the not croaking, that sounds like the Create Unit effect is not applying a time life buff.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The thing is, the base ability itself (to my knowledge) does not apply a timed life buff. The units spawned return to the caster once they duration is finished and suicide themselves.
As for the wander, below is a screenshot showing that the Locust wander has no links:
On another note, I tried modifying the base ability and it worked... sort of. I added a second level to the ability as it is my intention to have 2 levels to a duplicate ability. The first level of the ability works fine, the locusts move and I think they spawn the correct amount when I modified it. However, the second level does not allow the locusts to move and they stay in position like previously. I've looked for an Issue Order effect as well but nothing relating to Locusts. As for the strafe weapon, the locust does indeed have a strafe weapon. When there are enemies near the spawn Locusts they behave like they should except after the threat is gone they stop moving and go back to their original spots. They also do not follow the caster like they should.
The Arm Magazine ability has a leash range that forces ammo units to stay within a certain range of the caster. I assume you have different units for the lvl 2 ability?
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
1. Did you created new locust units or you used the old ones?
2. Would your locust attack if there are enemy near by?
3. Make the locust seletable, and select it then check if they have “Locust” behavior. (BUlo and Aloc) these two buff can't be copied , you will need the orginal buff the make them work.
1. I tried creating new Locusts and using the old ones. Neither would work on the duplicate ability.
2. They do attack, then return to their spots.
3. This actually worked. Since I had two different levels for the abilities I thought creating two different behaviours would work. I made the second level apply the first level's behaviour just to test it and the units actually moved like they should. Now comes the downside to this. I've modified that behaviour to be 45 seconds long but I'm trying to make level 2 behaviour 75 seconds long. Would I have to create some sort of validator to check the level of the ability in this behaviour or is there some other way to use the old behaviour I created?
EDIT: There's also the problem where if the unit is moving too fast, the Locusts freeze in place but still go back to the caster at the end. Any ideas?
In the end, I used the same behaviour and just added a validator on the duration override to check if it was level 1 or level 2. Was that what you needed the effect tree for or was it for the locusts freezing in place?
It's the exact same as the War3 Locust Swarm but I'll post an edit with a screenshot of the file tree once my editor launches.
EDIT: Well it seems Patch 3.0 has done something to my Maps folder... All of them seem to be gone! I don't have any backups either as I disabled them to conserve space. Quite strange.
I've tried not to spam the forums here but I haven't got a response from a PM. I figured the best way to get this answered would be to create a new thread so yeah.
Anyway, I've copied the Locust Swarm ability but the thing is the spawned units won't move. They move properly when using the Crypt Lord's Locust Swarm but not when they are spawned using a duplicate ability on another unit. Now I've looked through behaviours, validators and effects and I can't seem to find why. However, I did find a Locust Wander behaviour but I'm unsure if that actually means anything since it has no links. I've also skimmed through actors and couldn't find anything that made the locusts move in there.
Here's a few screenshots comparing the Locusts from one unit and one from the Crypt Lord in game:
Shows Crypt Lord Locusts spawning properly.
Shows other unit Locusts staying where they were created.
They don't expire either.
Here's my Duplicate ability, I have not changed any values:
Comparing the two...
This is the copied ability, it has nothing changed.
The original ability...
If you need any more screenshots then let me know, but I've got no clue at this point... I've probably spent a good 3 hours trying to figure it out. Any suggestions?
Sounds like a Wander behaviour or Strafe weapon issue. As for the not croaking, that sounds like the Create Unit effect is not applying a time life buff.
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
@DrSuperEvil: Go
The thing is, the base ability itself (to my knowledge) does not apply a timed life buff. The units spawned return to the caster once they duration is finished and suicide themselves.
As for the wander, below is a screenshot showing that the Locust wander has no links:
On another note, I tried modifying the base ability and it worked... sort of. I added a second level to the ability as it is my intention to have 2 levels to a duplicate ability. The first level of the ability works fine, the locusts move and I think they spawn the correct amount when I modified it. However, the second level does not allow the locusts to move and they stay in position like previously. I've looked for an Issue Order effect as well but nothing relating to Locusts. As for the strafe weapon, the locust does indeed have a strafe weapon. When there are enemies near the spawn Locusts they behave like they should except after the threat is gone they stop moving and go back to their original spots. They also do not follow the caster like they should.
The Arm Magazine ability has a leash range that forces ammo units to stay within a certain range of the caster. I assume you have different units for the lvl 2 ability?
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
1. Did you created new locust units or you used the old ones?
2. Would your locust attack if there are enemy near by?
3. Make the locust seletable, and select it then check if they have “Locust” behavior. (BUlo and Aloc) these two buff can't be copied , you will need the orginal buff the make them work.
@Renee2islga: Go
For number 2 he already said yes.
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
@DrSuperEvil: Go
It uses the same unit for both levels of the ability.
@Renee2islga: Go
1. I tried creating new Locusts and using the old ones. Neither would work on the duplicate ability.
2. They do attack, then return to their spots.
3. This actually worked. Since I had two different levels for the abilities I thought creating two different behaviours would work. I made the second level apply the first level's behaviour just to test it and the units actually moved like they should. Now comes the downside to this. I've modified that behaviour to be 45 seconds long but I'm trying to make level 2 behaviour 75 seconds long. Would I have to create some sort of validator to check the level of the ability in this behaviour or is there some other way to use the old behaviour I created?
EDIT: There's also the problem where if the unit is moving too fast, the Locusts freeze in place but still go back to the caster at the end. Any ideas?
I would need to know more about your effect tree to help.
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
@DrSuperEvil: Go
In the end, I used the same behaviour and just added a validator on the duration override to check if it was level 1 or level 2. Was that what you needed the effect tree for or was it for the locusts freezing in place?
It is so I understand how the ability is working.
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
@DrSuperEvil: Go
It's the exact same as the War3 Locust Swarm but I'll post an edit with a screenshot of the file tree once my editor launches.
EDIT: Well it seems Patch 3.0 has done something to my Maps folder... All of them seem to be gone! I don't have any backups either as I disabled them to conserve space. Quite strange.