You then want to use the destroy actor and create another one approach. Destroy the old actor on ability morph start and create on ability morph finish. The order this is done in is important because a unit can only have one Unit type actor at one time else it creates the test sphere and gives an error.
At the top of the data editor what settings are you using? In the worst case you can add the effect using XML (use the Supply Depot - Raise morph as a guide).
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Usually people use a Model Swap actor event action or they use a Destroy action and then have a separate Unit actor that is created when the morph starts/stops.
That is odd because double left clicking it should open up the window for the morph settings and in that list of fields it should be near the bottom.
Thought you said the automatic morphing was now functional?
You would create a new Modify Unit effect, set the exp in the Effect: Experience and specify the veterancy behaviour in the Effect: Veterancy Behavior fields You then put this effect in the Ability: Info - Sections - Effects field of the morph.
It is ok to link to other image storage sites for images of minor importance.
Start by removing your validator from the ability and see if the unit automatically changes. Also put the validator in the Behavior: Validators (Disable) field of a Buff behaviour that adds +1 to max energy using the Unit: Modification - Vital Max Bonus field and give this to the origin unit under the Behavior: Behaviors - Behaviour field of the unit. This will allow you to find which part is faulty.
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Yes you create a new ability of the Morph type using the Add Ability option when you right click the ability list and use the default parent. I find it best to make stuff from scratch to avoid bugs. Under the Morph ability in the Stats: Flags field is a flag called Automatic.
Go to the validators data type and right click the list and select the Add Validator option. Under the validator you just need to change the Validator: Unit - Value field to Caster, Validator: Value to the level you want to morph at, Validator: Behaviour to your Veterancy type behaviour and Validator: Compare to greater than or equals (incase you kill a big unit and skip over the required level).
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So solved?
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
When you double left click the Ability: Info fields does it open another window that if you double click the unit a second window opens?
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You added a Morph From/To term?
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
You then want to use the destroy actor and create another one approach. Destroy the old actor on ability morph start and create on ability morph finish. The order this is done in is important because a unit can only have one Unit type actor at one time else it creates the test sphere and gives an error.
At the top of the data editor what settings are you using? In the worst case you can add the effect using XML (use the Supply Depot - Raise morph as a guide).
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
Usually people use a Model Swap actor event action or they use a Destroy action and then have a separate Unit actor that is created when the morph starts/stops.
That is odd because double left clicking it should open up the window for the morph settings and in that list of fields it should be near the bottom.
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
You need to set up the actor for the unit to respond to the morph if you want it to change visually.
Your units are using different veterancy behaviours? Use the one for the unit being morphed into.
Try disabling the Combine Structure Values View option for the data editor to reveal more fields.
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
Thought you said the automatic morphing was now functional?
You would create a new Modify Unit effect, set the exp in the Effect: Experience and specify the veterancy behaviour in the Effect: Veterancy Behavior fields You then put this effect in the Ability: Info - Sections - Effects field of the morph.
https://sc2mapster.gamepedia.com/Data/Abilities/Morph
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
You could also use a Modify Unit effect to give it the amount of exp required.
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With veterancy 0 is no behaviour on the unit 1 is level 0 etc.
Silly question is the morph set to ignore food and unit cost? Is the Transient flag enabled?
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No just the origin unit.
It is ok to link to other image storage sites for images of minor importance.
Start by removing your validator from the ability and see if the unit automatically changes. Also put the validator in the Behavior: Validators (Disable) field of a Buff behaviour that adds +1 to max energy using the Unit: Modification - Vital Max Bonus field and give this to the origin unit under the Behavior: Behaviors - Behaviour field of the unit. This will allow you to find which part is faulty.
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
Yes you create a new ability of the Morph type using the Add Ability option when you right click the ability list and use the default parent. I find it best to make stuff from scratch to avoid bugs. Under the Morph ability in the Stats: Flags field is a flag called Automatic.
Go to the validators data type and right click the list and select the Add Validator option. Under the validator you just need to change the Validator: Unit - Value field to Caster, Validator: Value to the level you want to morph at, Validator: Behaviour to your Veterancy type behaviour and Validator: Compare to greater than or equals (incase you kill a big unit and skip over the required level).
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
Use an automatic Morph ability to swap the units that is validated by a Unit Compare Veterancy Levels type validator.
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