Thank you for all your help Deadzergling, I've got it working and it's exactly what I needed.
I really couldn't have made this ability to the lack of skill in the Data Editor. Anyways, thanks! I hope I get better so I don't bug SC2Mapster so much.
@silvermage: Go - Are you regarding to the Warbot in the Castanar Missions?
That's an easy thing to make, the behaviors basically Added a weapon to the unit.
I'm trying to have the three weapons switch firing modes, I have an Assault Rifle with Single/Burst/F-Auto made already.
I just really need help with it, due to my inept abilities with the Galaxy Editor.
Got stuck on the final step with the Switch Effect, trying to wrap my mind around how to do it.
I have no clue how I'm going to integrate that into the Set effects that get cast when the ability is used.
It's probably very simple, and I'm just blind at 1-AM.
Or the fact I'm in unfamiliar territory.
Thank you so much for the code so far, haven't tested it yet but it looks promising.
It'll be awesome for my Realistic Warfare mod, when I get it kicked into development.
Realistic Warfare will have realistic weapons such as that one I'm developing on now.
Actual bullets firing out of guns, and RPG weapons which move to a target point and don't follow like Seeker Missiles.
Anyways, thanks for all your help, again. I find myself more a designer than a coder, and SC2Mapster has helped out A LOT.
That's exactly what I wanted for the character, seeing as a real M4A1 has exactly that. Single, Burst, etc.
I've already made the three weapons, all with the same damage per bullet. The only thing this affects is the firing speed or projectiles launched.
This will drastically help with my survival map, as some people need Full-Auto for killing a big mass of zombies, or Single if they want to conserve ammo.
Does it matter which order the Apply Behaviors are in the Effect Set field? I think this might have been my problem.
Right, I know how to create a basic ability like Stimpack, which applies a behavior or effect.
HOWEVER:
I don't know how to create three, which cannot be stacked and will swap to the next one.
My base plan is this:
In the command card, I'll create 3 Slots (Abilities) which each apply a different behavior enabling the corresponding weapon
Slot 1 (Single Shot) - Slot 2 (Burst) - Slot 3 (Full-Auto)
Slot 1 will be enabled by default, and will enable the Rifle (Single Shot). When someone clicks Slot 2 (Burst) or Slot 3 (Full-Auto) it will disable the Single Shot and swap to that behavior.
Hit Slot 1 = Disable Full-Auto and Burst + Enable Single
Hit Slot 2 = Disable Single and Full-Auto + Enable Burst
Hit Slot 3 = Disable Single and Burst + Enable Full-Auto
How would I do this, and each time you select each one it'll disable the other behaviors and replace with the selected one?
I'm doing this for a unit which can swap firing modes like a gun, and maybe even swap Bullet types from HP to AP or etc.
Thank you for all your help Deadzergling, I've got it working and it's exactly what I needed.
I really couldn't have made this ability to the lack of skill in the Data Editor. Anyways, thanks! I hope I get better so I don't bug SC2Mapster so much.
@silvermage: Go - Are you regarding to the Warbot in the Castanar Missions? That's an easy thing to make, the behaviors basically Added a weapon to the unit. I'm trying to have the three weapons switch firing modes, I have an Assault Rifle with Single/Burst/F-Auto made already. I just really need help with it, due to my inept abilities with the Galaxy Editor.
Alright, made the Switch effect.
Now I just need to know how to apply it.
When I said:
I mean just a simple Apply behavior ability. I don't know how I'm going to make all the effects apply into three abilities.
I mean, is it going to be one ability which just cycles through fire-modes, or three different abilities?
I must be doing this entire Galaxy Editor map wrong, I don't even know how many abilities I'll need! Haha.
I have no clue how to make the Switch effect Cases. Or how I'd use it with the Effect Sets.
Also, do I just make a Stimpack kind of ability which applies the Effect Sets?
Could I have some more help if anyone doesn't mind?
Got stuck on the final step with the Switch Effect, trying to wrap my mind around how to do it. I have no clue how I'm going to integrate that into the Set effects that get cast when the ability is used.
It's probably very simple, and I'm just blind at 1-AM. Or the fact I'm in unfamiliar territory.
Thank you so much for the code so far, haven't tested it yet but it looks promising.
It'll be awesome for my Realistic Warfare mod, when I get it kicked into development.
Realistic Warfare will have realistic weapons such as that one I'm developing on now. Actual bullets firing out of guns, and RPG weapons which move to a target point and don't follow like Seeker Missiles.
Anyways, thanks for all your help, again. I find myself more a designer than a coder, and SC2Mapster has helped out A LOT.
@Deadzergling: Go
Thanks Deadzergling.
That's exactly what I wanted for the character, seeing as a real M4A1 has exactly that. Single, Burst, etc. I've already made the three weapons, all with the same damage per bullet. The only thing this affects is the firing speed or projectiles launched.
This will drastically help with my survival map, as some people need Full-Auto for killing a big mass of zombies, or Single if they want to conserve ammo.
Does it matter which order the Apply Behaviors are in the Effect Set field? I think this might have been my problem.
Could anyone give specific instructions on this?
My ability simply enabled every weapon and only the first one (Single Shot) fired. So I decided to trash it and restart.
Alright, made the abilities.
I have one effect which applies the weapon enable and two which remove the other weapon enablers...
It won't remove the behaviors.
Right, I know how to create a basic ability like Stimpack, which applies a behavior or effect. HOWEVER:
I don't know how to create three, which cannot be stacked and will swap to the next one.
My base plan is this: In the command card, I'll create 3 Slots (Abilities) which each apply a different behavior enabling the corresponding weapon Slot 1 (Single Shot) - Slot 2 (Burst) - Slot 3 (Full-Auto)
Slot 1 will be enabled by default, and will enable the Rifle (Single Shot). When someone clicks Slot 2 (Burst) or Slot 3 (Full-Auto) it will disable the Single Shot and swap to that behavior.
Hit Slot 1 = Disable Full-Auto and Burst + Enable Single
Hit Slot 2 = Disable Single and Full-Auto + Enable Burst
Hit Slot 3 = Disable Single and Burst + Enable Full-Auto
How would I do this, and each time you select each one it'll disable the other behaviors and replace with the selected one? I'm doing this for a unit which can swap firing modes like a gun, and maybe even swap Bullet types from HP to AP or etc.