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    posted a message on [Data] Morphing Buildings Guide

    GUIDE

    I originally posted this guide in the following thread, but decided to give it its own: Teching Buildings

    Guide to morph one building into another, step-by-step!

    Example: Barracks -> CC

    1. We have to create an ability for the morph itself. I'm going to do so by copying the values of the ability "Command Center - Upgrade To Planetary Fortress" but any other morph ability works too.

    Create Ability

    2. Then were going to adjust the values to fit our needs. I've marked them on the screenshot. AbilityProperties

    2.1 Go to the Commands+ field. We have to add a build button to the execute value and you can add any requirements you wish for the morph. For the example, I added the Build Command Center button and removed any requirements to let me morph whenever I have the necessary resources. AbilityCommands

    2.2 Now we're going to define the Cost of the Ability by editing the Cost+ field. It's all up to you what your morphing will cost, mine costs nothing at all. AbilityCost

    2.3 With this step we determine the actual result of our morph and its duration. We go to the Info+ field and set the unit to the one we want to have after the morph is finished. In the durations field you just set Ablilities Delay ,Actor Duration and Stats Delay to the same value to set the time the morph will take.AbilityInfo

    3. Now we add the ability we just created, in my case MorphBarracksToCC, to the unit that should be morphed into another. So change to the Unit tab and select the unit thats going to receive the ability. Then just add the Ability to the abilities+ field. AddAbility

    3.1 Let's add a button to the CommandCard to let the morph take place when we click it. Go to CommandCard+ and create a new one with the button you like and set Command Type to Ability Command, Ability to the created ability and Ability Command to Build...(the new building). Now the button is functional and all thats left is to add the events to the actors.

    CommandCard

    4. Now thats where the magic happens and i failed MANY times before it turned out to be extremely easy :) Change to the Actors tab and select the actor of the first building. Now go to the Events+ Field and add the marked ones from the screenshot (modify "morph from" and "morph to" to fit your needs).

    edit: Actually you only need the AbilMorph.*.Finish event with the destroy immediate trigger to make it work. But if I remember correctly i got issues with some morphs, could be my imagination though :)

    ActorEvents

    4.1 Thats the final step: Select the actor of the second building and add this single event. Thats it. ActorEvents2

    Now if you followed my instructions, the building will change its model and abilities after the morph is complete.

    I hope this helps :D

    Posted in: Tutorials
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    posted a message on Teching buildings

    GUIDE

    Guide to morph one building into another, step-by-step!

    Example: Barracks -> CC

    1. We have to create an ability for the morph itself. I'm going to do so by copying the values of the ability "Command Center - Upgrade To Planetary Fortress" but any other morph ability works too.

    Create Ability

    2. Then were going to adjust the values to fit our needs. I've marked them on the screenshot. AbilityProperties

    2.1 Go to the Commands+ field. We have to add a build button to the execute value and you can add any requirements you wish for the morph. For the example, I added the Build Command Center button and removed any requirements to let me morph whenever I have the necessary resources. AbilityCommands

    2.2 Now we're going to define the Cost of the Ability by editing the Cost+ field. It's all up to you what your morphing will cost, mine costs nothing at all. AbilityCost

    2.3 With this step we determine the actual result of our morph and its duration. We go to the Info+ field and set the unit to the one we want to have after the morph is finished. In the durations field you just set Ablilities Delay ,Actor Duration and Stats Delay to the same value to set the time the morph will take.AbilityInfo

    3. Now we add the ability we just created, in my case MorphBarracksToCC, to the unit that should be morphed into another. So change to the Unit tab and select the unit thats going to receive the ability. Then just add the Ability to the abilities+ field. AddAbility

    3.1 Let's add a button to the CommandCard to let the morph take place when we click it. Go to CommandCard+ and create a new one with the button you like and set Command Type to Ability Command, Ability to the created ability and Ability Command to Build...(the new building). Now the button is functional and all thats left is to add the events to the actors.

    @willie2 if your abilities don't work after morphing this is where you should look and check the buttons for the correct values at both units!!

    CommandCard

    4. Now thats where the magic happens and i failed MANY times before it turned out to be extremely easy :) Change to the Actors tab and select the actor of the first building. Now go to the Events+ Field and add the marked ones from the screenshot (modify "morph from" and "morph to" to fit your needs).

    edit: Actually you only need the AbilMorph.*.Finish event with the destroy immediate trigger to make it work. But if I remember correctly i got issues with some morphs, could be my imagination though :)

    ActorEvents

    4.1 Thats the final step: Select the actor of the second building and add this single event. Thats it. ActorEvents2

    Now if you followed my instructions, the building will change its model and abilities after the morph is complete.

    I hope this helps :D

    Posted in: Miscellaneous Development
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    posted a message on Teching buildings

    going to sleep now, will post a guide with screenshots tomorrow after work (or at lunch break)^^

    Posted in: Miscellaneous Development
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    posted a message on Teching buildings

    Thx guys this was the major breakthrough :)

    Got it working with both, model and ablilties!

    Posted in: Miscellaneous Development
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    posted a message on Teching buildings

    Actually I have no problem with the Abilities, just with the models! i just created new units with new abilities and when they morph, they change abilities as wanted. I'm at work now, but when i return home I'll post a screenshot of my data so you can compare. I would be very pleased if you could tell me how you managed to get the model to change.

    thx

    Posted in: Miscellaneous Development
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    posted a message on Teching buildings

    FYI larva MORPHS into a different unit AND changes model...so it must be possible...and there are actors like "Hatchery Build" but they don't work!

    Otherwise a lot of helpful information, will try to look into the events :)

    edit: messed around with the events and tried to implement 2 (3 if i count the destroy event) abil.morph for every change of model (Start and Stop). problem is: when i try to add the animation, i can't find any suitable option to fit the morph into another model...

    i'm sure someone can help me :)

    thx

    Posted in: Miscellaneous Development
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    posted a message on Teching buildings

    Hi, i'm the mate ripperlord was speaking of ^^

    To me it seems the supply depot changes its model by defining a different actor (supply depot (lowered) and supply depot (raised) ), so I tried it but it doesn't work :(

    If i try to change the model of the CommandCenter using the predefined Command Center - Morph Building (...) ablility it works fine and is even properly animated. So i tried to find the difference between normal morphing and the Command Center-specific one but i don't see the difference...except the actor...but as i said before changing the actor somehow doesn't work when trying to morph the building to those of different races! I've noticed and used the actor for Hatchery Build to make a Command Center a Hatchery but the model doesn't change at all.

    In short: How do I switch between MODELS ingame???

    thx in advance

    Posted in: Miscellaneous Development
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