Auir Chef has Zealot chefs! But it is hard to get it working. This tutorial will show you how to go from a normal zealot into a Zealot Chef.
Firstly you need the edited Zealot Model. This is because the Zealot Chef is actually a combination of 4 models. The large Zealot, The Hat, and 2 glowing weapons (Which are randomised). So, the easiest and most space efficient way is to just add the Auir Chef mod as a dependency (But make sure you have a copy of it in your mods folder for testing).
So you have the model, now what? Well now, you need to be able to use the model! So the easiest way to do this is to open up the Auir Chef map and copy what you need. Copy these model values:
Zealot Chef
ZealotChefLeft0 (Unnamed) to ZealotChefLeft10
The same for ZealotChefRight
Paste these into the models tab for your map.
You would now need some behaviours. Go to the Auir Chef behaviour tab and copy all of the new ones (In green).
Now the models and behaviours are done, you need the actors. Again, due to the complexity and amount of the actors you should copy + paste the needed actors.
Copy the 'Zealot' and the 'ZealotChefLeft01' etc actors, and paste into your map.
This caused some bugs for me, because it was then named 'Zealot Copy'. Leave it like this, but change the original Zealot actor to not have a unit. Now you have the actors and models, you need a unit. You could use the basic Zealot for this, copy the modified Zealot (Make sure to copy abilitys over if you want to use the abilitys) or a custom unit. When you have the unit you want, make sure the Zealot Copy actor points to it, and test it.
Oh. Didn't work. Thats because it's a combination of triggers and data. So go to the trigger editor. Under 'INIT' there are 3 folders. You need stuff from the first and third. From the 'Global Variables' you need:
RECORD_Zealots
PRESET_HatType
Zealots <RECORD_Zealots [10]>
And from 'Utility':
Randomise Zealot Hat
Randomize Zealot Tool - Left
Randomize Zealot Tool - Right
Make sure you have a chef on the terrain (Add some zerglings to fight against) and then type up this trigger:
Simply change the 'Chef [124.74, 130.14]' to whatever your unit is.
Then test! It should now work :).
So this adds an item to a unit. This could open a lot of possibilitys for RPGs. No more 'One unit fits all', now with the correct models you can have swords, axes, guns, anything!
Edit: Just tested it using a marine and a Zealot, the Zealot can use the weapons, but the marine can't. The marines one is dropped on the floor. However, I can click the dropped one to select the marine.
Does that mean the unit can only be made if he is in the map already? Is it possible to create with the unit spawning through triggers later? Like after a character select?
Well I assume that the the zealot chef model is set with attachment points for left and right so it cant attach to the marine properly. You can also dig further into their trigger rather than copy the whole library and you would probably need a simple attach model to unit function. Randomization and preset stuff are in their library
Does that mean the unit can only be made if he is in the map already? Is it possible to create with the unit spawning through triggers later? Like after a character select?
He use the target unit for the one preplaced on the map, you can easily turn it into triggering unit or last created unit etc...
Auir Chef has Zealot chefs! But it is hard to get it working. This tutorial will show you how to go from a normal zealot into a Zealot Chef.
Firstly you need the edited Zealot Model. This is because the Zealot Chef is actually a combination of 4 models. The large Zealot, The Hat, and 2 glowing weapons (Which are randomised). So, the easiest and most space efficient way is to just add the Auir Chef mod as a dependency (But make sure you have a copy of it in your mods folder for testing).
So you have the model, now what? Well now, you need to be able to use the model! So the easiest way to do this is to open up the Auir Chef map and copy what you need. Copy these model values:
Paste these into the models tab for your map.
You would now need some behaviours. Go to the Auir Chef behaviour tab and copy all of the new ones (In green).
Now the models and behaviours are done, you need the actors. Again, due to the complexity and amount of the actors you should copy + paste the needed actors.
This caused some bugs for me, because it was then named 'Zealot Copy'. Leave it like this, but change the original Zealot actor to not have a unit. Now you have the actors and models, you need a unit. You could use the basic Zealot for this, copy the modified Zealot (Make sure to copy abilitys over if you want to use the abilitys) or a custom unit. When you have the unit you want, make sure the Zealot Copy actor points to it, and test it.
Oh. Didn't work. Thats because it's a combination of triggers and data. So go to the trigger editor. Under 'INIT' there are 3 folders. You need stuff from the first and third. From the 'Global Variables' you need:
And from 'Utility':
Make sure you have a chef on the terrain (Add some zerglings to fight against) and then type up this trigger:
Simply change the 'Chef [124.74, 130.14]' to whatever your unit is.
Then test! It should now work :).
So this adds an item to a unit. This could open a lot of possibilitys for RPGs. No more 'One unit fits all', now with the correct models you can have swords, axes, guns, anything!
Edit: Just tested it using a marine and a Zealot, the Zealot can use the weapons, but the marine can't. The marines one is dropped on the floor. However, I can click the dropped one to select the marine.
Does that mean the unit can only be made if he is in the map already? Is it possible to create with the unit spawning through triggers later? Like after a character select?
Well I assume that the the zealot chef model is set with attachment points for left and right so it cant attach to the marine properly. You can also dig further into their trigger rather than copy the whole library and you would probably need a simple attach model to unit function. Randomization and preset stuff are in their library
He use the target unit for the one preplaced on the map, you can easily turn it into triggering unit or last created unit etc...