I seem to remember the campaign dependencies not working for me until I reordered them so they were above the other dependencies, that was sometime during beta though so idk if they fixed that.
Personally when I want my map re-flattened I just use the "uniform" terrain height tool and drag it all over the map starting from the outside, because I figure outside the map has got to be the "default" height so I make the rest of the map that height.
Oh wow I'd considered it could be part of the model but I didn't think that was possible, I'm guessing there's no way to add this to another model then...
I've been scouring the infestor's actors and models but I just can't figure this out, what causes the Infestor to leave a trail of slime? I want to have a different unit leave a trail and change the color but I can't figure out how the infestor does it.
So far unresolved. I've given up until someone finds a solution to my issue, using a slightly different setup instead until then.
EDIT: As a note, the best way to do it that I could find was leaving it as an Augment ability and setting the "Ability Command" to Move instead of Attack, and changing the ability "Target Type" to "Unit or Point".
That'll get you pretty close, but beyond that you're on your own.
Yeah the closest I came to getting it was doing exactly that and I think I gave the movespeed behavior an expire effect that would order the unit to do a stop command so when the speed buff is over it will end even if he doesn't reach his destination. I think I also had to make the auto cast validator "Is Egg" so that it wouldn't keep trying to autocast it. But the stop command is kind of disconcerting and you can change directions during the buff, I tried to make the unit uncommandable while charging but that's just weird, the whole thing is just messy.
I remember I went to the "Alerts" in the data editor and I think I found a bunch of alerts that said "attackallytown" or "attackally" or something and I just unchecked everything in the "Display" field so no one would get them.
edit: Okay the ones I changed are any that start with "AttackTown_", "AttackTownAlly_", "AttackUnit_", and "AttackUnitAlly_", after the underscore would be Prot, Terr, and Zerg. I didn't change the ones that didn't have the race names in them but this seemed to work.
Man I thought this would be one of the most basic easy abilities to make but I can't do it, I can't do it as a "Move" ability because you can't select the range or tell it to add a behavior and it seems to not like showing up when the character already has a "Move" ability. I can't do it as an "Effect - Target" ability whose effect is "Issue Order" (the order being "Move" to target point) because when I do that the ability will only let me target units for some reason even though the effect is target point. (This is how the blink abilities are set up but for some reason it works fine for them, probably because they made the "Teleport" ability category play nicely with the "Effect - Target" category.)
I could go on listing different things I've tried but basically I figure someone out there has to have made an ability like this, I just want some generalized info on how to do it or what to avoid doing and I can figure it out from there.
Yeah I tried to figure this out a ton in beta, at one point I even put script into a trigger to manually force the game to cast a targeted spell with the untargeted "issue order" command and even that didn't work. I ended up making the abilities so that clicking a dialog button would set a variable to a number corresponding to the spell I was casting, then clicking again would cast it on the point I clicked, but then I didn't have any aoe targeting or cursor effects so it felt kinda weird.
The last area I'd probably try to mess around with is actors since if you look up for example the PsiStormCursorSplat actor you can see that it's actually the thing that makes the aoe model for the cursor when you cast psi storm, but actors are pretty much the most mysterious part of the editor for me so I have no idea how that works.
Ultimately though even if you figured that out it would still be a hell of a lot of work to get this working, kinda sucks that Blizzard didn't include some important basic things like this.
It sounds like you need to go to the "Abilities" tab and look up "Drone - Morph Unit (Drone -> Zerg Buildings)" then under the abilities tab (or "Ability - Info +" if you're in table view) it has a list of all the ability commands which are different buildings you can morph into. Just double-click an empty slot and select the button, requirements, Info-Unit, and Info-Time and that should be all you need to fill out there I think. Now you should find it as an ability command when you try to add it to the drone's command card. However the name on the command list will be the name of the button you selected. For example if your new building command uses the baneling nest button that means when you try to find the ability commands on the list for the command card it will have both "Mutate into Baneling Nest" for the real Baneling Nest and "Mutate into Baneling Nest" for your custom building, because they both use the same button. Of course you can create your own button or maybe there is already a Lurker Den button you can use.
IMO these are all units that were in the multiplayer build at one point or another for whatever reason, and we're still going to see a boatload of campaign units that were never in a multiplayer build, besides just these.
Bring up the Actors tab in the data editor, search for the unit, there's usually gonna be an extra actor for the attack that doesn't get copied even when you told it to duplicate every aspect of the unit. Usually it's has "Attack" in the name or something like that, but you should notice it's not listed under your duplicated unit's actors.
Just duplicate that actor (and make sure to check the boxes to duplicate the effects/sounds/whatever), then on your duplicated actor in the top right above all those data entry fields it should list what damage/weapon effect that actor is tied to. Double click and change that to your duplicated unit's attack, and the sounds/animations should start working for the attack. I think there was one unit that I had to change a different field instead for, but that's worked pretty well for me so far.
When I add extra shapes to a region I've been having problems moving them. I make sure to click the region then click the shape, and make sure the selection tool is on. Some shapes will let me move them wherever I want, some will only let me move them in a certain area, and some won't let me move them at all. I can still modify the (X,Y) coordinates in the "modify properties" but this requires a lot of trial and error and a lot of time.
This is really frustrating because I need one region to have a ton of shapes in it (probably like 30), yet the region tool is making it pretty much impossible to put the regions where I want them. Anyone know what I'm doing wrong, or is it just broken?
@Jetse124 - This is sort of what I'm doing as a work-around, when I click the dialog button it sets a variable, then when I click while the variable is set it tells the unit to cast the spell on that location and resets the variable to 0. This is awkward though because there's no aoe targeting cursor, or if it's a spell that's cast on a unit it selects the unit when I click on it, and all sorts of other weird problems.
@ErtydotJrPants - I can't find any actions that simulate a player pressing a key, I even checked the natives list. :(
@halfthought - I don't think I'm too knowledgeable about submenu buttons but it sounds like that solution wouldn't work completely since it requires an extra click.
From what I've seen here and other forums it seems like the actual spellcasting is somewhere in the actual engine code where it can't be seen, hopefully they'll add some more natives/actions for it or something, for now I'm probably going to work around it as best I can. Kinda ridiculous because you can't have very good custom spell buttons without this capability.
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I seem to remember the campaign dependencies not working for me until I reordered them so they were above the other dependencies, that was sometime during beta though so idk if they fixed that.
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Oh cool thanks guys that looks promising now I actually have a direction to research 8)
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Personally when I want my map re-flattened I just use the "uniform" terrain height tool and drag it all over the map starting from the outside, because I figure outside the map has got to be the "default" height so I make the rest of the map that height.
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@RileyStarcraft: Go
Oh wow I'd considered it could be part of the model but I didn't think that was possible, I'm guessing there's no way to add this to another model then...
0
I've been scouring the infestor's actors and models but I just can't figure this out, what causes the Infestor to leave a trail of slime? I want to have a different unit leave a trail and change the color but I can't figure out how the infestor does it.
0
Yeah the closest I came to getting it was doing exactly that and I think I gave the movespeed behavior an expire effect that would order the unit to do a stop command so when the speed buff is over it will end even if he doesn't reach his destination. I think I also had to make the auto cast validator "Is Egg" so that it wouldn't keep trying to autocast it. But the stop command is kind of disconcerting and you can change directions during the buff, I tried to make the unit uncommandable while charging but that's just weird, the whole thing is just messy.
0
I remember I went to the "Alerts" in the data editor and I think I found a bunch of alerts that said "attackallytown" or "attackally" or something and I just unchecked everything in the "Display" field so no one would get them.
edit: Okay the ones I changed are any that start with "AttackTown_", "AttackTownAlly_", "AttackUnit_", and "AttackUnitAlly_", after the underscore would be Prot, Terr, and Zerg. I didn't change the ones that didn't have the race names in them but this seemed to work.
0
Man I thought this would be one of the most basic easy abilities to make but I can't do it, I can't do it as a "Move" ability because you can't select the range or tell it to add a behavior and it seems to not like showing up when the character already has a "Move" ability. I can't do it as an "Effect - Target" ability whose effect is "Issue Order" (the order being "Move" to target point) because when I do that the ability will only let me target units for some reason even though the effect is target point. (This is how the blink abilities are set up but for some reason it works fine for them, probably because they made the "Teleport" ability category play nicely with the "Effect - Target" category.)
I could go on listing different things I've tried but basically I figure someone out there has to have made an ability like this, I just want some generalized info on how to do it or what to avoid doing and I can figure it out from there.
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Maybe you can make the effect an "Issue Order" effect, and order it to use an ability? Not sure if this will work with items or what.
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Yeah I tried to figure this out a ton in beta, at one point I even put script into a trigger to manually force the game to cast a targeted spell with the untargeted "issue order" command and even that didn't work. I ended up making the abilities so that clicking a dialog button would set a variable to a number corresponding to the spell I was casting, then clicking again would cast it on the point I clicked, but then I didn't have any aoe targeting or cursor effects so it felt kinda weird.
The last area I'd probably try to mess around with is actors since if you look up for example the PsiStormCursorSplat actor you can see that it's actually the thing that makes the aoe model for the cursor when you cast psi storm, but actors are pretty much the most mysterious part of the editor for me so I have no idea how that works.
Ultimately though even if you figured that out it would still be a hell of a lot of work to get this working, kinda sucks that Blizzard didn't include some important basic things like this.
0
It sounds like you need to go to the "Abilities" tab and look up "Drone - Morph Unit (Drone -> Zerg Buildings)" then under the abilities tab (or "Ability - Info +" if you're in table view) it has a list of all the ability commands which are different buildings you can morph into. Just double-click an empty slot and select the button, requirements, Info-Unit, and Info-Time and that should be all you need to fill out there I think. Now you should find it as an ability command when you try to add it to the drone's command card. However the name on the command list will be the name of the button you selected. For example if your new building command uses the baneling nest button that means when you try to find the ability commands on the list for the command card it will have both "Mutate into Baneling Nest" for the real Baneling Nest and "Mutate into Baneling Nest" for your custom building, because they both use the same button. Of course you can create your own button or maybe there is already a Lurker Den button you can use.
Hope this makes sense 8)
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@Artanis186: Go
IMO these are all units that were in the multiplayer build at one point or another for whatever reason, and we're still going to see a boatload of campaign units that were never in a multiplayer build, besides just these.
0
Bring up the Actors tab in the data editor, search for the unit, there's usually gonna be an extra actor for the attack that doesn't get copied even when you told it to duplicate every aspect of the unit. Usually it's has "Attack" in the name or something like that, but you should notice it's not listed under your duplicated unit's actors.
Just duplicate that actor (and make sure to check the boxes to duplicate the effects/sounds/whatever), then on your duplicated actor in the top right above all those data entry fields it should list what damage/weapon effect that actor is tied to. Double click and change that to your duplicated unit's attack, and the sounds/animations should start working for the attack. I think there was one unit that I had to change a different field instead for, but that's worked pretty well for me so far.
0
When I add extra shapes to a region I've been having problems moving them. I make sure to click the region then click the shape, and make sure the selection tool is on. Some shapes will let me move them wherever I want, some will only let me move them in a certain area, and some won't let me move them at all. I can still modify the (X,Y) coordinates in the "modify properties" but this requires a lot of trial and error and a lot of time.
This is really frustrating because I need one region to have a ton of shapes in it (probably like 30), yet the region tool is making it pretty much impossible to put the regions where I want them. Anyone know what I'm doing wrong, or is it just broken?
0
@Jetse124 - This is sort of what I'm doing as a work-around, when I click the dialog button it sets a variable, then when I click while the variable is set it tells the unit to cast the spell on that location and resets the variable to 0. This is awkward though because there's no aoe targeting cursor, or if it's a spell that's cast on a unit it selects the unit when I click on it, and all sorts of other weird problems.
@ErtydotJrPants - I can't find any actions that simulate a player pressing a key, I even checked the natives list. :(
@halfthought - I don't think I'm too knowledgeable about submenu buttons but it sounds like that solution wouldn't work completely since it requires an extra click.
From what I've seen here and other forums it seems like the actual spellcasting is somewhere in the actual engine code where it can't be seen, hopefully they'll add some more natives/actions for it or something, for now I'm probably going to work around it as best I can. Kinda ridiculous because you can't have very good custom spell buttons without this capability.