I don't have much experience with map making, but pretty everyone is on the same level learning the Galaxy Editor, so I thought I might put down a tutorial on how to...
a) Allow protoss buildings powered without the use of a pylon
b) Allow zerg buildings not to take damage off the creep
Buildings without pylon power
Okay, first, open a map
Go into the data editor (F7)
Under Data Type, select Units
Then follow this tree until you find the Forge
(None) > Melee > Protoss > Structure > Forge
Right click on the forge and click on > Modify Object (I think double click works as well)
When there, you'll need to find "(None) - Behaviors +"
There, you will find a Behavior called "Power User (Queue)"
Double click on the field and select power user and click on the red X (delete)
And there you have it, repeat to buildings needed
Q: Another building shows up on the Structure folder, what do I do?
A: You don't need to do anything, I don't know why it happens but from what I understand, it doesn't effect any forges you'll throw down.
Zerg buildings off creep don't take damage
F7 to get to the data editor
Follow the same directions to find a zerg structure (do not select hatch, lair, or hive, as they create creep when put down so they don't have the behavior to take damage off creep)
For this, we'll look at the spire
Select the Spire, right click > Modify Object
Once again, find the field Behaviors (Protip: Use the search function and just search behavior!)
Right click > Modify Value
Select "Zerg - Behavior Not on Creep", and delete it.
And there you have it, my first tutorial for something that probably won't be useful until you all come out with wicked sick UMS maps :}
Its funny, i kept having an issue with my evolution chambers because i had them built in a location where the player could be a different race such as terran or protoss and if they killed the creep tumor it would begin to slowly die. i spent about an hour in the triggers trying to make it invul like i did with the building but since i couldnt i said F this, and then tried to figure out how to remove creep as a requirement and i found it in the behaviors. seems your a day late in helping me haha.
1. i want my building power by pylon but i want it buildable out side pylon power range. any idea how to do that?
2. is it posible to make an upgrade to upgrade the pylon power range?
thanks for the help.
1. Make an effect that applies the Power User behavior to a unit. Then make a hidden behavior with that effect as its initial effect. Give the new behavior to your building. That way, your building will get the Power User behavior as soon as it's built, but the behavior won't restrict where you can build it.
2. It doesn't appear to be possible to increase the range directly using upgrades, but you can fake it with multiple Power Source behaviors and requirements.
Had the same problem here. Got rid of the power queue behavior but constructed protoss buildings still appeared unpowered.
But I think I found a solution. Under the main actor for whatever protoss building is a field called Macros +. I got rid of UnpoweredAnim and ProtossBuildingPowerUp and they appear powered now.
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I don't have much experience with map making, but pretty everyone is on the same level learning the Galaxy Editor, so I thought I might put down a tutorial on how to...
Buildings without pylon power
Q: Another building shows up on the Structure folder, what do I do?
A: You don't need to do anything, I don't know why it happens but from what I understand, it doesn't effect any forges you'll throw down.
Zerg buildings off creep don't take damage
And there you have it, my first tutorial for something that probably won't be useful until you all come out with wicked sick UMS maps :}
- Gino
This was useful! Thank you!
@ginotyrant: Go
Don't forget for zerg you also have to change the Pathing Footprints as well to be not on creep.
Structure - Movement - Pathing Footprint - 3x3 (Creep - Contour) to Structure - Movement - Pathing Footprint - 3x3 (Contour)
Structure - Movement - Pathing Footprint Placement - 3x3 (Creep) to Structure - Movement - Pathing Footprint Placement - 3x3
If you want to build off creep
but is it possible to make a Terran building need pylon power?
@trentonx: Go
That's easy... to add power field requirements to a building, just add the "Power User (Queue)" behavior.
good guide ;)
Its funny, i kept having an issue with my evolution chambers because i had them built in a location where the player could be a different race such as terran or protoss and if they killed the creep tumor it would begin to slowly die. i spent about an hour in the triggers trying to make it invul like i did with the building but since i couldnt i said F this, and then tried to figure out how to remove creep as a requirement and i found it in the behaviors. seems your a day late in helping me haha.
thanks for this tho.
need some help.
1. i want my building power by pylon but i want it buildable out side pylon power range. any idea how to do that?
2. is it posible to make an upgrade to upgrade the pylon power range?
thanks for the help.
1. Make an effect that applies the Power User behavior to a unit. Then make a hidden behavior with that effect as its initial effect. Give the new behavior to your building. That way, your building will get the Power User behavior as soon as it's built, but the behavior won't restrict where you can build it.
2. It doesn't appear to be possible to increase the range directly using upgrades, but you can fake it with multiple Power Source behaviors and requirements.
worked well! good tutorial, simple and fast just i like it! thx for tutorial
THe larva on my hatchery Wont spawn.
Hello. Bumping really old thread.
I have created Gateway that basicly works without power but I need help with unpowered effect visuals.
What is easiest way to cut the linking? Main idea in my mod is that Protoss does not use power at all.
So I need to tell the Gateway actor/model somehow to ignore the unpowered effect.
Hello. Bumping really old thread again.
Had the same problem here. Got rid of the power queue behavior but constructed protoss buildings still appeared unpowered.
But I think I found a solution. Under the main actor for whatever protoss building is a field called Macros +. I got rid of UnpoweredAnim and ProtossBuildingPowerUp and they appear powered now.