SOLVED:
See the fourth post and the attached map for the answer.
Original Post:
Hello,
I have been having much trouble getting attacks to work properly for units who have two guns or cannons, like the Marauder and the Banshee.
Specifically, right now I am trying to create a Banshee beam attack wherein the beam is the Hellion's flame thrower.
It works fine except both beams come out of the same cannon, the left cannon.
I have compared and looked everywhere, and I simply cannot discover how to get dual wielding attacks to look right.
My only theory is that the Launch Missile effect has a field called Effect - Flags, and in there is checked Point Fallback, Validate Ability, and Weapon.
But since I'm using a beam, I'm not using a Launch Missile Effect.
I can create Beams for single gun units no problem. I'm just missing some key piece of info for creating attacks for dual wielding units.
Hello,
I made a new behavior based on the Sensor Tower's Radar, and gave it to my unit.
It definitely works, except in the Radar Filters I have set Cloaked to be Allowed.
But it still doesn't detect see cloaked units. It will detect normally visible units, though.
I actually all filters to be allowed just to make sure, and checked my cloaked unit's flags and what not, and I see nothing that conflicts.
Does anyone know why my radar behavior isn't detecting cloaked units?
Got it. I set up my game variant attributes to be 2 Teams. and Set each player on "2 Teams" to his or her respective spot. Here's the code for anyone else.
Variable-SetPlayerNumberInt[1] = (Player 1 from (Players on team 1))
Variable - Set PlayerNumberInt[2] = (Player 2 from (Players on team 1))
Variable - Set PlayerNumberInt[3] = (Player 3 from (Players on team 1))
Variable - Set PlayerNumberInt[4] = (Player 1 from (Players on team 2))
Variable - Set PlayerNumberInt[5] = (Player 2 from (Players on team 2))
Variable - Set PlayerNumberInt[6] = (Player 3 from (Players on team 2))
Player Group - Add player PlayerNumberInt[1] to TeamGroup[1]
Player Group - Add player PlayerNumberInt[2] to TeamGroup[1]
Player Group - Add player PlayerNumberInt[3] to TeamGroup[1]
Player Group - Add player PlayerNumberInt[4] to TeamGroup[2]
Player Group - Add player PlayerNumberInt[5] to TeamGroup[2]
Player Group - Add player PlayerNumberInt[6] to TeamGroup[2]
Got it. Here's the code for anyone else.
<<code>>
Variable - Set PlayerNumberInt[1] = (Player 1 from (Players on team 1))
Variable - Set PlayerNumberInt[2] = (Player 2 from (Players on team 1))
Variable - Set PlayerNumberInt[3] = (Player 3 from (Players on team 1))
Variable - Set PlayerNumberInt[4] = (Player 1 from (Players on team 2))
Variable - Set PlayerNumberInt[5] = (Player 2 from (Players on team 2))
Variable - Set PlayerNumberInt[6] = (Player 3 from (Players on team 2))
Player Group - Add player PlayerNumberInt[1] to TeamGroup[1]
Player Group - Add player PlayerNumberInt[2] to TeamGroup[1]
Player Group - Add player PlayerNumberInt[3] to TeamGroup[1]
Player Group - Add player PlayerNumberInt[4] to TeamGroup[2]
Player Group - Add player PlayerNumberInt[5] to TeamGroup[2]
Player Group - Add player PlayerNumberInt[6] to TeamGroup[2]
Player - Make all players in TeamGroup[1] treat each other as Ally With Shared Vision
Player - Make all players in TeamGroup[2] treat each other as Ally With Shared Vision
Player Group - Pick each player in TeamGroup[1] and do (Actions)
Actions
Player - Make player (Picked player) and player PlayerNumberInt[4] treat each other as Enemy
Player - Make player (Picked player) and player PlayerNumberInt[5] treat each other as Enemy
Player - Make player (Picked player) and player PlayerNumberInt[6] treat each other as Enemy
Hey, thanks for responding.
I'm not sure why it doesn't work. I also just tried your method, and it didn't work either.
To test out team setup, I host the game, and my brother joins on his account on the other team.
So we have a 1v1 out of 6 possible players. My game variant I had set to 2 Teams, and had set each player to his or her respective team and index.
IE. Player 1 is Team 1 [1], Player 2 is Team 1 [2]. . . . Player 4 is Team 2 [1]. etc.
I also just tried changing it to custom teams, and had the attribute to then same setup. Neither works.
In my game there are already units created, one for each player. But when I start the game, my brother who is player 4, is automatically reset as player 2.
Maybe if I had a full house this would work, but I think it's messing up because he is just jumping to the next empty slot automatically.
Any ideas?
Man, StarCraft 2 is stupid. I know it can't recognize player slot or team on it's own, so we have to trigger it to work. I did, following a post I had found. But my trigger is not working. If players are on opposite teams, they spawn in game as the same team (if not all positions are filled).
I have a 3v3 game. Two teams. Three players per team.
Can anyone please please help me write a trigger that actually works. I found some crazy gigantic library function junk somewhere, but it was beyond my capabilities at this point. I know all about variants and variables and anything having to do with triggering. Please, someone must have figured this out by now.
Hey there,
I've been unable to find a definitive answer for this. What is the difference between a suppressed button and a restricted button in the Ability - Info + field of a research ability?
Solved!
The solution is very simple, you must add the ability "Build in Progress" to the Structure, or in this case, the Mothership.
Go to your Mothership, open Ability - Abilities+, and add the ability "Build in Progress".
Works like a charm.
UPDATE:
Solved! The solution is very simple, you must add the ability "Build in Progress" to the Structure, or in this case, the Mothership. Go to your Mothership, open Ability - Abilities+, and add the ability "Build in Progress". Works like a charm.
ORIGINAL:
Hello,
I know this has been asked a million times. I've figured out most of construction. But now, so I can learn it, I'm trying to make a custom construction ability, builder, and building from scratch. Specifically, I am trying to make an Archon build a Mothership in the style of an SCV, that is, the Archon stays and builds until the Mothership is complete. I would also love the Archon to play his attack animation as he builds.
Well, everything works well, except the Mothership is constructed instantly. In the build ability, I have the build time set to 10 seconds; it works fine for other buildings, but this custom stuff is having issues. I've tried experimenting with various Construction actors and their Events, the Mothership Actor Events, and everything else. Does anyone have any idea why my Mothership is constructing instantly? I'm fairly positive it's not my build time, but something having to do with either my Mothership or Construction Actor Events. Thanks for the help.
After much trial and error and use of other tutorials, I have finally discovered the definitive method of creating a custom Structure or Building, as well as custom Build abilities for each of the races. I feel that there is no single tutorial that completely describes this process, so I've created one for you. I hope this tutorial will be of use to you, and that people will stop being forced to post the same question in the forums. Enjoy.
Custom Protoss Structure
Duplicate Probe
Check Ability: Probe Build (Probe)
Check Actors: Probe and ProtossConstruction
Suffix everything (Custom)
Duplicate Pylon
Check Actors ProtossBuildingBirthSmall (Unnamed) and Pylon
Suffix everything (Custom)
Open the field Cost – Cost for the Pylon and change the Minerals to 0 (Zero).
From the Abilities tab, select the custom build Ability: Probe Build (Probe) (Custom)
Open Ability-Info+
Double-click Warp in Pylon
Remove Requirements with the Red X (not present for Pylon).
Scroll to the bottom and change the field Info-Unit to Pylon (Custom).
Custom Terran Structure
Duplicate the SCV
Check Ability: SCV - Build (SCV)
Check Actors: SCV and Terran Construction
Suffix everything (Custom)
Duplicate the Missile Turret
Check the Actor Missile Turret
Suffix both (Custom)
Change the value for Minerals in Cost – Cost to 0.
From the Actors tab, select the Actor Missile Turret (Custom)
Open Events – Events+
Select the Action for “UnitConstruction.MissileTurret2.Start” ; The Action's Name is: “Create MissileTurret2.Build”
At the bottom of the right frame, select the Type radio button, Actor.
From the drop-down box, select “Missile TurretBuild (Unnamed)”
From the Abilities tab, select the Ability SCV- Build (SCV) (Custom)
Open Ability-Info+
Double-click Build Missile Turret
Remove the Requirement by pushing the Red X in the bottom right-hand corner of the Requirements section.
Scroll to the bottom, and change the field Info – Unit to Missile Turret (Custom).
Custom Zerg Structure
Duplicate the Drone
Check Ability: Drone – Morph Unit (Drone → Zerg Buildings)
Check Actors: Drone; Zerg Construction Progress; Zerg_Building Morph Start
Suffix everything (Custom)
Duplicate the Spawning Pool
Check the Actor Spawning Pool
Suffix both (Custom)
Change the value for Minerals under Cost – Cost to 0.
From the Abilities tab, select the Ability: Drone – Morph Unit (Drone → Zerg Buildings)(Custom)
Open Ability-Info+
Double-click Spawning Pool
Remove the Requirement by pushing the Red X in the bottom right-hand corner of the Requirements section.
Scroll to the bottom, and change the field Info – Unit to Spawning Pool (Custom).
From the Actors tab, select the Actor: Spawning Pool (Custom)
Open Events – Events+
Select the Action for: “UnitConstruction.SpawningPool2.Start” ; the Action will be named: “Create SpawningPool2Build”.
At the bottom of the right frame, select the Type radio button, Actor.
From the drop-down box, select “Spawning Pool Build”
Create a Creep Tumor on the Terrain to test the building.
Entirely Custom Builder
It's important also to learn how to create a custom builder unit, ability, and structure from scratch. This tutorial will teach you how to create an Archon that constructs a Mothership with the Terran Construction style (is locked while constructing and freed when finished).
Unit and Actor*
Duplicate the unit, the Archon, checking the Archon actor, as usual.
Suffix both the unit and actor "(Custom)".
Duplicate the unit, Mothership, checking it's Mothership Actor as well.
For the Mothership Unit, open the field "Ability - Abilities+".
Press the green X on the right to add an ability.
Set the drop-down box to "Build in Progress". Structures have this ability natively.
But since the Mothership is not a structure, we need to add the ability manually.
This will allow the Mothership to be constructed properly.
Open the field "Cost - Cost", and set the values for Minerals and Vespene both to zero.
Also set the value for the field "Stats - Supply" to zero. Supply is how much "Food" a Unit requires to be trained.
Buttons*
Select the Buttons tab.
Create a new Button by right-clicking and selecting "Add Button".
Name the Button "Build". Name the ID "ArchonBuild".
Prefix the Button "Archon - ". And suffix the button "(Custom)".
Open the field "Icon" and click the Browse button.
Select an appropriate Icon. I recommend: "btn-command-protoss-buildstructure.dds"
Copy and paste the Icon field value to the field "Alert - Icon".
Create a second Button by right-clicking and selecting "Add Button".
Name the Button "Build Mothership". Suggest an ID.
Prefix the Button "Archon - ". And suffix the button "(Custom)".
Set the "Icon" and Alert - Icon" fields to the value: "btn-unit-protoss-mothership.dds"
Build Abilities*
Select the Abilities tab.
Create a new Ability by right-clicking and selecting "Add Ability".
Name the Ability "Build", and name the ID "ArchonBuild".
Set the Ability Type to "Build".
Press OK to create the Ability.
Prefix the Ability "Archon - ". Suffix the Ability "Custom".
Set the field "Ability - Construction Mover" to "Construction".
Open the field "Ability - Info +".
Double-click the top option, "Build 01".
Using the drop-down box, set the value for "Info - Button - Default Button" at the top to "Archon - Build Mothership (Custom)".
Scroll to the bottom of the dialog, and set the field for "Info - Unit" to "Mothership (Custom)".
Immediately below this, set the value for "Info - Time" to 20. This is the building's construction time, in seconds.
Press OK on both dialogs to save.
Progress / Construction Ability*
Duplicate the Ability "Terran Construction".
Rename the Ability: "Archon - Construction (Custom)".
Open the field "Events - Events+".
Select the Event "Abil.TerranBuild.BuiltStart"
On the right side, for the "Source Name" drop-down box, select the Ability "Archon - Build (Custom)".
For the drop-down box "Sub Name", select "Built Start".
Birth Actors*
Select the Actors tab.
Duplicate the Actor "ProtossBuildingBirthLarge".
Suffix the Actor "(Custom)" and remove the "Copy" moniker from the Name.
Open the "Event - Events +" field.
Right-click on the Event "UnitConstruction.Nexus.Start", and click "Remove Selection".
Right-click in white space and select "Add Event".
For the drop-down box "Message Type", choose "Construction".
For "Source Name", choose "Mothership (Custom)".
For "Sub Name", choose "Start".
From the left-side bar, select the Action attached to the Event, called "ActionImpact".
For the drop-down box "Message Type", choose "Create".
Press OK to save your changes.
Unit Abilities*
Open the Units tab.
Select your Unit "Archon (Custom)".
Open the field "Ability - Abilities +".
Add a new Ability with the green X, and set the Ability to "Archon - Build (Custom)".
Open the field "Ability - Command Card +".
Select the bottom-left gray tile.
Click the green X button to add a new button.
From the new dialog, select "Archon - Build (Custom)". DO NOT select the Ability "Build Mothership".
For the "Command Type" drop-down box, select "Submenu".
For the "Command Card" drop-down box, select "2".
We are finished creating this first button. However, we need to create our second button.
Still in the "Ability - Command Card +" dialog, select "2" from the "Command Card" drop-down box at the TOP of the dialog.
Select the top-left gray tile.
Click the green X at the right side of the dialog to add a button.
From the new dialog, search for and select the button "Archon - Build Mothership (Custom)".
For the "Command Type" drop-down box, choose "Ability Command".
For the "Ability" drop-down box, choose "Archon - Build (Custom)".
For the "Ability Command" drop-down box, choose "Archon - Build Mothership (Custom)".
Hey, that totally worked, lol. It's funny, because I sworn I had already tied all of that. My Arc is set to zero, which I think does help. Transient was the answer, I hand't had it checked, and that solved the issue. Also, I learned that the set height of Graviton Beam's Height behavior's is relative to the target unit's current height, not absolute.
Hello,
I'm trying to make Graviton Beam work without having the Phoenix stop moving to cast it. I currently have the Phoenix able to move after he has casted the spell, while it is in progress, but he still stops in order to begin casting the spell. I've looked at Flags, Events, everything I can think of. Do you know where I could find the value that forces the Phoenix to stop in order to cast a spell (or any caster or spell, for that matter)?
0
SOLVED: See the fourth post and the attached map for the answer.
Original Post: Hello, I have been having much trouble getting attacks to work properly for units who have two guns or cannons, like the Marauder and the Banshee. Specifically, right now I am trying to create a Banshee beam attack wherein the beam is the Hellion's flame thrower. It works fine except both beams come out of the same cannon, the left cannon. I have compared and looked everywhere, and I simply cannot discover how to get dual wielding attacks to look right. My only theory is that the Launch Missile effect has a field called Effect - Flags, and in there is checked Point Fallback, Validate Ability, and Weapon. But since I'm using a beam, I'm not using a Launch Missile Effect. I can create Beams for single gun units no problem. I'm just missing some key piece of info for creating attacks for dual wielding units.
0
Hello, I made a new behavior based on the Sensor Tower's Radar, and gave it to my unit. It definitely works, except in the Radar Filters I have set Cloaked to be Allowed. But it still doesn't detect see cloaked units. It will detect normally visible units, though. I actually all filters to be allowed just to make sure, and checked my cloaked unit's flags and what not, and I see nothing that conflicts. Does anyone know why my radar behavior isn't detecting cloaked units?
0
Got it. I set up my game variant attributes to be 2 Teams. and Set each player on "2 Teams" to his or her respective spot. Here's the code for anyone else.
0
Hey, thanks for responding. I'm not sure why it doesn't work. I also just tried your method, and it didn't work either. To test out team setup, I host the game, and my brother joins on his account on the other team. So we have a 1v1 out of 6 possible players. My game variant I had set to 2 Teams, and had set each player to his or her respective team and index. IE. Player 1 is Team 1 [1], Player 2 is Team 1 [2]. . . . Player 4 is Team 2 [1]. etc. I also just tried changing it to custom teams, and had the attribute to then same setup. Neither works. In my game there are already units created, one for each player. But when I start the game, my brother who is player 4, is automatically reset as player 2. Maybe if I had a full house this would work, but I think it's messing up because he is just jumping to the next empty slot automatically. Any ideas?
0
Here is what I have in my intialization trigger, but I doesn't work right.
0
Man, StarCraft 2 is stupid. I know it can't recognize player slot or team on it's own, so we have to trigger it to work. I did, following a post I had found. But my trigger is not working. If players are on opposite teams, they spawn in game as the same team (if not all positions are filled). I have a 3v3 game. Two teams. Three players per team. Can anyone please please help me write a trigger that actually works. I found some crazy gigantic library function junk somewhere, but it was beyond my capabilities at this point. I know all about variants and variables and anything having to do with triggering. Please, someone must have figured this out by now.
0
Hey there, I've been unable to find a definitive answer for this. What is the difference between a suppressed button and a restricted button in the Ability - Info + field of a research ability?
0
Post Updated with Completey Customizable Builder.
0
Solved! The solution is very simple, you must add the ability "Build in Progress" to the Structure, or in this case, the Mothership. Go to your Mothership, open Ability - Abilities+, and add the ability "Build in Progress". Works like a charm.
0
UPDATE: Solved! The solution is very simple, you must add the ability "Build in Progress" to the Structure, or in this case, the Mothership. Go to your Mothership, open Ability - Abilities+, and add the ability "Build in Progress". Works like a charm.
Read a detailed Tutorial here: http://forums.sc2mapster.com/resources/tutorials/17141-how-to-create-custom-structures-buildings-and-custom/#p2
ORIGINAL: Hello, I know this has been asked a million times. I've figured out most of construction. But now, so I can learn it, I'm trying to make a custom construction ability, builder, and building from scratch. Specifically, I am trying to make an Archon build a Mothership in the style of an SCV, that is, the Archon stays and builds until the Mothership is complete. I would also love the Archon to play his attack animation as he builds.
Well, everything works well, except the Mothership is constructed instantly. In the build ability, I have the build time set to 10 seconds; it works fine for other buildings, but this custom stuff is having issues. I've tried experimenting with various Construction actors and their Events, the Mothership Actor Events, and everything else. Does anyone have any idea why my Mothership is constructing instantly? I'm fairly positive it's not my build time, but something having to do with either my Mothership or Construction Actor Events. Thanks for the help.
0
After much trial and error and use of other tutorials, I have finally discovered the definitive method of creating a custom Structure or Building, as well as custom Build abilities for each of the races. I feel that there is no single tutorial that completely describes this process, so I've created one for you. I hope this tutorial will be of use to you, and that people will stop being forced to post the same question in the forums. Enjoy.
Custom Protoss Structure
Custom Terran Structure
Custom Zerg Structure
Entirely Custom Builder
It's important also to learn how to create a custom builder unit, ability, and structure from scratch. This tutorial will teach you how to create an Archon that constructs a Mothership with the Terran Construction style (is locked while constructing and freed when finished).
That's All!
0
@BorgDragon: Go
Hey, that totally worked, lol. It's funny, because I sworn I had already tied all of that. My Arc is set to zero, which I think does help. Transient was the answer, I hand't had it checked, and that solved the issue. Also, I learned that the set height of Graviton Beam's Height behavior's is relative to the target unit's current height, not absolute.
Thanks a bunch.
0
Hello, I'm trying to make Graviton Beam work without having the Phoenix stop moving to cast it. I currently have the Phoenix able to move after he has casted the spell, while it is in progress, but he still stops in order to begin casting the spell. I've looked at Flags, Events, everything I can think of. Do you know where I could find the value that forces the Phoenix to stop in order to cast a spell (or any caster or spell, for that matter)?