I have seen a great deal of misunderstanding and confusion regarding how morphing works and I aim to end this with a basic tutorial.
I will make one morph for changing a hydralisk into an ultralisk.
Step 1; Buttons: One button is recommended for each morph, but in reality you can use any button you like. It is purely for aesthetic value. Images will only be posted for the creation of one, you will be able to create others on your own using the same methods. Button making instructions can be found in many unit and ability creation tutorials around www.sc2mapster.com.
Step 2; Abilities: Once again, one will be needed for each morph. I recommend using the Warp Prism - Phasing Mode morph as a base. It can be found by clicking the abilities tab then typing in Warp Prism - Phasing Mode in the search field. You will need to make a copy of this for each morph you want to make, along with renaming it something that you can remember. Don't forget to suggest a new ID. Over on the right side of the data editor we need to modify the Info + field from warp prism to ultralisk. Do this now. It is unnecessary to change anything else, it will work but you may want to go back and fine tune it later.
Step 3; Command Cards: The units cant cast their morphs if they are not found in the command cards of those units, so lets add those now. After finding our units in the units tab we must scroll to the bottom and modify both the command card + and abilities + fields. First add the ability, it makes it easier to do the command card if this is done first. In the command card after adding the button you must set it as an ability command, then choose the respective morph, in my case "Warp Prism - Ultralisk Morph" and set it as phasing mode. Phasing mode is simply the old abilities version of "Yeah i want you to transform" It is the alternative of cancel which we do not want. Repeat this for all units mentioned.
Step 4; Actors: The units will continue to look the same if we don't edit their actors, so we will be adding four actor events for each unit. One pair to change the models, and one pair to play and remove a morph animation. (The morph animation is unnecessary.) After finding our unit's actor in the actors tab, find the Event - Events + field and modify it. It will bring up a box with a long list of information that is not important to our morph, but it is important for the unit to function properly. DO NOT DELETE IT. Right click near the list on the left and press "Add Event". Click on the new event and change the fields msg type, source name, and sub name to what i show in the picture. (Or your own custom morphs if you are not following my hydralisk -> ultralisk morph in the pictures) Click on action impact below your new event and change the message type to destroy while also changing the field below from normal to immediate. Next Copy the event you just created and go straight to where it says destroy immediate and change it to create. You will have to press the button labeled actor, then change the field to baneling cocoon unnamed like the picture shows. Half done with the actor. Create a new event in the same process you created the first event, but rather than pressing start you want to press finish. Modify the action impact field to destroy and change the field below to destroy once again. Copy this new event and go straight to the field where it says destroy immediate and change it to create. Once again press the actor button and select ultralisk this time.
You now have a working morph ability! Put down a few hydralisks and some minerals and gas on the map and press test!
For me there was a problem with the unit's actor vanishing. I don't know why but sometimes this happens. To alleviate this change the actor events that destroy actors to model swaps to (none). Also take away the events that have to do with the baneling cocoon actor. I have had this work on a map done in the exact same method as above, and also had it not work. I think it is circumstantial based on the other actor events that the unit has already. I cant be sure... perhaps it has to do with the order in which they are actually done by the game engine. Not sure how to change that so at the moment the modelswap workaround is the best i can come up with.
I'm not sure what code to use to make my images show, but could someone please edit them so they just show up without being opened separately? thank you. Sorry for the inconvenience.
To fix your vanishing actors try the following:
In the upgraded tower add 2 actor events:
AbilMorphFinishMorphToUpgradedTowerCreate
AbilMorphFinishMorphFromUpgradedTowerDestroy
Same for every tower including the first one. The actor events will create a two-way create/destroy chain sort of. I don't know if this is the cleanest solution, but it works without errors.
How to morph a unit (ex. a hydralisk into an ultralisk)
Step 1; Buttons: One button is recommended for each morph, but in reality you can use any button you like. It is purely for aesthetic value. Images will only be posted for the creation of one, you will be able to create others on your own using the same methods. Button making instructions can be found in many unit and ability creation tutorials around www.sc2mapster.com.
Step 2; Abilities: Once again, one will be needed for each morph. I recommend using the Warp Prism - Phasing Mode morph as a base. It can be found by clicking the abilities tab then typing in Warp Prism - Phasing Mode in the search field. You will need to make a copy of this for each morph you want to make, along with renaming it something that you can remember. Don't forget to suggest a new ID. Over on the right side of the data editor we need to modify the Info + field from warp prism to ultralisk. Do this now. It is unnecessary to change anything else, it will work but you may want to go back and fine tune it later.
Step 3; Command Cards: The units cant cast their morphs if they are not found in the command cards of those units, so lets add those now. After finding our units in the units tab we must scroll to the bottom and modify both the command card + and abilities + fields. First add the ability, it makes it easier to do the command card if this is done first. In the command card after adding the button you must set it as an ability command, then choose the respective morph, in my case "Warp Prism - Ultralisk Morph" and set it as phasing mode. Phasing mode is simply the old abilities version of "Yeah i want you to transform" It is the alternative of cancel which we do not want. Repeat this for all units mentioned.
Step 4; Actors: The units will continue to look the same if we don't edit their actors, so we will be adding four actor events for each unit. One pair to change the models, and one pair to play and remove a morph animation. (The morph animation is unnecessary.) After finding our unit's actor in the actors tab, find the Event - Events + field and modify it. It will bring up a box with a long list of information that is not important to our morph, but it is important for the unit to function properly. DO NOT DELETE IT. Right click near the list on the left and press "Add Event". Click on the new event and change the fields msg type, source name, and sub name to what i show in the picture. (Or your own custom morphs if you are not following my hydralisk -> ultralisk morph in the pictures) Click on action impact below your new event and change the message type to destroy while also changing the field below from normal to immediate. Next Copy the event you just created and go straight to where it says destroy immediate and change it to create. You will have to press the button labeled actor, then change the field to baneling cocoon unnamed like the picture shows. Half done with the actor. Create a new event in the same process you created the first event, but rather than pressing start you want to press finish. Modify the action impact field to destroy and change the field below to destroy once again. Copy this new event and go straight to the field where it says destroy immediate and change it to create. Once again press the actor button and select ultralisk this time.
You now have a working morph ability! Put down a few hydralisks and some minerals and gas on the map and press test!
For me there was a problem with the unit's actor vanishing. I don't know why but sometimes this happens. To alleviate this change the actor events that destroy actors to model swaps to (none). Also take away the events that have to do with the baneling cocoon actor. I have had this work on a map done in the exact same method as above, and also had it not work. I think it is circumstantial based on the other actor events that the unit has already. I cant be sure... perhaps it has to do with the order in which they are actually done by the game engine. Not sure how to change that so at the moment the modelswap workaround is the best i can come up with.
It seems overall that it works better just to create separate actors, rather than try to fit it all into the units actor. See the civilian (which can morph into infested civilian) or zergling>baneling, etc.
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I have seen a great deal of misunderstanding and confusion regarding how morphing works and I aim to end this with a basic tutorial.
I will make one morph for changing a hydralisk into an ultralisk.
Step 1; Buttons: One button is recommended for each morph, but in reality you can use any button you like. It is purely for aesthetic value. Images will only be posted for the creation of one, you will be able to create others on your own using the same methods. Button making instructions can be found in many unit and ability creation tutorials around www.sc2mapster.com.
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Buttons1.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Buttons3.png
Step 2; Abilities: Once again, one will be needed for each morph. I recommend using the Warp Prism - Phasing Mode morph as a base. It can be found by clicking the abilities tab then typing in Warp Prism - Phasing Mode in the search field. You will need to make a copy of this for each morph you want to make, along with renaming it something that you can remember. Don't forget to suggest a new ID. Over on the right side of the data editor we need to modify the Info + field from warp prism to ultralisk. Do this now. It is unnecessary to change anything else, it will work but you may want to go back and fine tune it later.
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Abilities1.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Abilities2.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Abilities3.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Abilities4.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Abilities5.png
Step 3; Command Cards: The units cant cast their morphs if they are not found in the command cards of those units, so lets add those now. After finding our units in the units tab we must scroll to the bottom and modify both the command card + and abilities + fields. First add the ability, it makes it easier to do the command card if this is done first. In the command card after adding the button you must set it as an ability command, then choose the respective morph, in my case "Warp Prism - Ultralisk Morph" and set it as phasing mode. Phasing mode is simply the old abilities version of "Yeah i want you to transform" It is the alternative of cancel which we do not want. Repeat this for all units mentioned.
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Units1.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Units2.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Units3.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Units4.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Units5.png
Step 4; Actors: The units will continue to look the same if we don't edit their actors, so we will be adding four actor events for each unit. One pair to change the models, and one pair to play and remove a morph animation. (The morph animation is unnecessary.) After finding our unit's actor in the actors tab, find the Event - Events + field and modify it. It will bring up a box with a long list of information that is not important to our morph, but it is important for the unit to function properly. DO NOT DELETE IT. Right click near the list on the left and press "Add Event". Click on the new event and change the fields msg type, source name, and sub name to what i show in the picture. (Or your own custom morphs if you are not following my hydralisk -> ultralisk morph in the pictures) Click on action impact below your new event and change the message type to destroy while also changing the field below from normal to immediate. Next Copy the event you just created and go straight to where it says destroy immediate and change it to create. You will have to press the button labeled actor, then change the field to baneling cocoon unnamed like the picture shows. Half done with the actor. Create a new event in the same process you created the first event, but rather than pressing start you want to press finish. Modify the action impact field to destroy and change the field below to destroy once again. Copy this new event and go straight to the field where it says destroy immediate and change it to create. Once again press the actor button and select ultralisk this time.
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors1.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors2.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors3.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors4.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors5.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors6.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors7.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors8.png
You now have a working morph ability! Put down a few hydralisks and some minerals and gas on the map and press test!
For me there was a problem with the unit's actor vanishing. I don't know why but sometimes this happens. To alleviate this change the actor events that destroy actors to model swaps to (none). Also take away the events that have to do with the baneling cocoon actor. I have had this work on a map done in the exact same method as above, and also had it not work. I think it is circumstantial based on the other actor events that the unit has already. I cant be sure... perhaps it has to do with the order in which they are actually done by the game engine. Not sure how to change that so at the moment the modelswap workaround is the best i can come up with.
@happy04: Go
I'm not sure what code to use to make my images show, but could someone please edit them so they just show up without being opened separately? thank you. Sorry for the inconvenience.
To fix your vanishing actors try the following: In the upgraded tower add 2 actor events:
Same for every tower including the first one. The actor events will create a two-way create/destroy chain sort of. I don't know if this is the cleanest solution, but it works without errors.
wonder if this tut is obsolete or not
How to morph a unit (ex. a hydralisk into an ultralisk)
Step 1; Buttons: One button is recommended for each morph, but in reality you can use any button you like. It is purely for aesthetic value. Images will only be posted for the creation of one, you will be able to create others on your own using the same methods. Button making instructions can be found in many unit and ability creation tutorials around www.sc2mapster.com.
Step 2; Abilities: Once again, one will be needed for each morph. I recommend using the Warp Prism - Phasing Mode morph as a base. It can be found by clicking the abilities tab then typing in Warp Prism - Phasing Mode in the search field. You will need to make a copy of this for each morph you want to make, along with renaming it something that you can remember. Don't forget to suggest a new ID. Over on the right side of the data editor we need to modify the Info + field from warp prism to ultralisk. Do this now. It is unnecessary to change anything else, it will work but you may want to go back and fine tune it later.
Step 3; Command Cards: The units cant cast their morphs if they are not found in the command cards of those units, so lets add those now. After finding our units in the units tab we must scroll to the bottom and modify both the command card + and abilities + fields. First add the ability, it makes it easier to do the command card if this is done first. In the command card after adding the button you must set it as an ability command, then choose the respective morph, in my case "Warp Prism - Ultralisk Morph" and set it as phasing mode. Phasing mode is simply the old abilities version of "Yeah i want you to transform" It is the alternative of cancel which we do not want. Repeat this for all units mentioned.
Step 4; Actors: The units will continue to look the same if we don't edit their actors, so we will be adding four actor events for each unit. One pair to change the models, and one pair to play and remove a morph animation. (The morph animation is unnecessary.) After finding our unit's actor in the actors tab, find the Event - Events + field and modify it. It will bring up a box with a long list of information that is not important to our morph, but it is important for the unit to function properly. DO NOT DELETE IT. Right click near the list on the left and press "Add Event". Click on the new event and change the fields msg type, source name, and sub name to what i show in the picture. (Or your own custom morphs if you are not following my hydralisk -> ultralisk morph in the pictures) Click on action impact below your new event and change the message type to destroy while also changing the field below from normal to immediate. Next Copy the event you just created and go straight to where it says destroy immediate and change it to create. You will have to press the button labeled actor, then change the field to baneling cocoon unnamed like the picture shows. Half done with the actor. Create a new event in the same process you created the first event, but rather than pressing start you want to press finish. Modify the action impact field to destroy and change the field below to destroy once again. Copy this new event and go straight to the field where it says destroy immediate and change it to create. Once again press the actor button and select ultralisk this time.
You now have a working morph ability! Put down a few hydralisks and some minerals and gas on the map and press test!
For me there was a problem with the unit's actor vanishing. I don't know why but sometimes this happens. To alleviate this change the actor events that destroy actors to model swaps to (none). Also take away the events that have to do with the baneling cocoon actor. I have had this work on a map done in the exact same method as above, and also had it not work. I think it is circumstantial based on the other actor events that the unit has already. I cant be sure... perhaps it has to do with the order in which they are actually done by the game engine. Not sure how to change that so at the moment the modelswap workaround is the best i can come up with.
This is a pretty cool tutorial. Makes me wanna try it out right now xD
It seems overall that it works better just to create separate actors, rather than try to fit it all into the units actor. See the civilian (which can morph into infested civilian) or zergling>baneling, etc.