I got an enemy AI unit. I want to show its ability button (as a passive) to the player. However so far I have not been able to see show enemies command card buttons. How would you do that?
Hey, nice. It depends on your point of view, whether to call it trick, bug, or feature. I was using it, to beat the map more easily (and I don't need the spawn timer in my other project). Anyways if you want to fix it, you'd need to change the Create Unit Effect.
The bunker also displays a "salvaged" text to enemies. If you want to do that, you duplicate the Text Actor and Change the Filter from Enemy to Self, Ally.
The Bunker shows a link to "[Ability] Salvage - Bunker" which is never used.
"[Ability] SalvageBunker - Refund" does nothing but displaying both messages (the mineral and the "salvaged" message)
There seem to be two versions in the Code, one starts with "[Ability] Salvage", the other "[Ability] Salvage - Bunker" is not used.
The "[Ability] Salvage" variant uses the bunkers actor to create the text actor that displays the minerals (ConstructSalvageTerranBunker
in this tutorial I show you one way to do a salvage ability. (When I looked at the bunker this was confusing, since it references abilities that are not used and it looks like, the bunker's salvage has been redone.). In order to give a stalker a refund ability, we need an ability, that applies a temporary behavior of type buff (this is the salvage duration), which finally applies a Modify Unit Effect (SalvageShared (Unnamed)).
The Unit
The Ability
The Behavior
The Effect
The Effect is the already existing SalvageShared (Unnamed) Modify Unit Effect.
In order to show a refund text, we need to create a Text Actor once the Effect is done:
That are 283 characters and in game some characters (" height="28" width="28"/>") get truncated. (That is the last icon isn't shown properly). Is there anything I can do?
I want a refund ability, that shows the units costs, as the bunker's salvage does. However, since I want to give it to different units that have different costs, the displayed text should change like: +100 Minerals, +75 Minerals, ... . So far I have only been able to find static texts (as in the case of the bunker salvage.) Is it possible to have a variable text displayed using the actor or do I have to create different actors and reassign actors, every time I change a units cost?
After lots of testing I have found that by duplicating a Warp Prism in Phasing Mode, you end up with:
Unit: Select Alias = Warp Prism (Transport Mode)
Unit: Subgroup Alias = Warp Prism (Transport Mode)
Resetting Subgroup Alias to its Parent Value, solves the original problem (a wrong morph cost).
Morph cost is not target.cost - source.cost, if source.subgroup alias is set.
Example:
If zealot.Subgroup Alias is set to Marine, morphing a zealot to a stalker is (stalker.cost - marine.cost) instead of (stalker.cost - zealot.cost). You could either see it in the attached map, or you could load the map in my first post and change the Subgroup Alias of the phasing warp prism.
I need a Mercenary Prism (which is duplicated from a Warp Prism). When morphing from phase mode to transport mode, the button says it costs -185 minerals. I created a new map to hunt down the problem but have not been successful. I would like you to take a look at the map and help me find the bug.
Details:
I duplicated the two units "Warp Prism (Transport Mode)" and "Warp Prism (Phasing Mode)" where I unchecked everything besides the actor. I changed the cost from 200 to 15 (since this is what I want).
In the two actors I replaced every reference to the old warp prism with the new mercenary prism.
I duplicated the two morph abilities and adjusted the resulting units from warp prims to mercenary prisms.
I created a button and gave the SCV the ability to build my mercenary prism.
since it took me some time to create a temporary unit, I want to share my knowledge. Adding a timed life to a unit requires a new buff and an existing effect.
Create a new behavior of type buff and customize it:
The necessary damage effect is already there and called "Timed Life Fate (TimedLifeFate)". (Be sure to not mistake it for "Timed Life Fate (SplashDamage)").
Now all that is left is to apply the behavior to your unit of choice.
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Maybe you need to great an upgrade.
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Thank you very much, I gave the unit the *Interact* ability and the passiv ability button is shown.
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Hi,
I got an enemy AI unit. I want to show its ability button (as a passive) to the player. However so far I have not been able to see show enemies command card buttons. How would you do that?
Thank you for your consideration.
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bump
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Hey, nice. It depends on your point of view, whether to call it trick, bug, or feature. I was using it, to beat the map more easily (and I don't need the spawn timer in my other project). Anyways if you want to fix it, you'd need to change the Create Unit Effect.
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Hi,
this mini guide shows, how to replace the normal Stalker Weapon with a baneling launching one. Below are the required modifications.
Map
The demo map features a little mission, where you goal is to kill the Marauder Boss.
Hope that helps
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Notes
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Hi,
in this tutorial I show you one way to do a salvage ability. (When I looked at the bunker this was confusing, since it references abilities that are not used and it looks like, the bunker's salvage has been redone.). In order to give a stalker a refund ability, we need an ability, that applies a temporary behavior of type buff (this is the salvage duration), which finally applies a Modify Unit Effect (SalvageShared (Unnamed)).
The Unit
The Ability
The Behavior
The Effect
The Effect is the already existing SalvageShared (Unnamed) Modify Unit Effect.
In order to show a refund text, we need to create a Text Actor once the Effect is done:
The link to the unit's actor:
The Text Actor:
The Text Mover:
I hope that helps.
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Thank you for that great advice.
My text should show something like "125 [Mineral Icon] 50 [Gas Icon]", I worked it out as:
That are 283 characters and in game some characters (" height="28" width="28"/>") get truncated. (That is the last icon isn't shown properly). Is there anything I can do?
Thank you for your help.
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Hi,
I want a refund ability, that shows the units costs, as the bunker's salvage does. However, since I want to give it to different units that have different costs, the displayed text should change like: +100 Minerals, +75 Minerals, ... . So far I have only been able to find static texts (as in the case of the bunker salvage.) Is it possible to have a variable text displayed using the actor or do I have to create different actors and reassign actors, every time I change a units cost?
Thank you for your consideration.
0
After lots of testing I have found that by duplicating a Warp Prism in Phasing Mode, you end up with:
Morph cost is not target.cost - source.cost, if source.subgroup alias is set.
Example:
If zealot.Subgroup Alias is set to Marine, morphing a zealot to a stalker is (stalker.cost - marine.cost) instead of (stalker.cost - zealot.cost). You could either see it in the attached map, or you could load the map in my first post and change the Subgroup Alias of the phasing warp prism.
I hope that helps.
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Hi,
I need a Mercenary Prism (which is duplicated from a Warp Prism). When morphing from phase mode to transport mode, the button says it costs -185 minerals. I created a new map to hunt down the problem but have not been successful. I would like you to take a look at the map and help me find the bug.
Details:
Thank you for your consideration.
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Hm. No actually I don't see this when creating a new thread. Only when I edit the already created message. This is why I ask
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Hi,
since it took me some time to create a temporary unit, I want to share my knowledge. Adding a timed life to a unit requires a new buff and an existing effect.
Happy mapping.
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Hey,
Is it possible to add an image to a post, while writing it, or is it only possible to add attachments, once one has already posted the message?
Your help is appreciated.