I've long been entertained by the idea of making 'Garou units'. Not necessarily with actual werewolf graphics, at least not right now, but units with abilities and properties appropriate to the Werewolf: the Apocalypse trope they represent. "Lupus" units will use the Predator model or other four-legged/wheeled things. "Homid" units will be humanoid units like marines, marauders, and suchlike. "Metis" units I haven't decided on yet... probably just everything that doesn't fit into the first two classifications unless there's some specific reason I feel like it would fit best as one of the first two. Auspice and tribal affiliations translate into the unit's powers and properties. Black Spiral Dancer units would allow any race to use Zerglike anti-enemy abilities like an equivalent of toxic creep or corruption. Fianna units would be able to cause enemy units to stop attacking and flee for, say, ten seconds, or buff their allies' attack temporarily with a "battle song". Galliard units might be able to "rescue" critters, turning them into allied combat units. Ragabash units might be able to cloak. Et cetera.
However, I've been having a lot of trouble figuring out how to create new units in general, and especially with custom abilities/behaviors. Any guidance in this regard would be really appreciated. Thank you!
Creating new units...hm well Create new unit on Unit Tab. Add the normal skills.
Then go to Actor Tab and Copy/Create the actor with the desired model then attach it to the created unit.
The custom skills is hardest than creating new units.
Oh dear. I hope I don't manage to create four copies of the Attack action like I did last time I tried this... e.e; Thanks for pointing me in the right direction, anyhow. I'd feel more confident if I had more specific details, but it's okay. I know it's a pretty n00bish question.
And... yeah. I'm pretty sure I had figured that part out on my own. ;p It's okay if you don't know how to do it yourself, but all you have to do is say so. It's not like I know any more than you do when it comes to that.
Anyone with advice on creating custom units and custom unit abilities would be VERY appreciated and rewarded with as much testing time of their map(s) as they desire (or help on something they're struggling with, albeit it's unlikely that someone who knows how to do what I'm asking would ever require my meager skills.)
I've done that too, 3 copies of attack on a BC copy. Just went through asking about it though. Check the thread "Proper Unit Duplication" on this same page of the Data editor. It was the last topic I started.
Duping units often causes trouble, often effect and actor fields become corrupted. I find it easier to make units and abilities from scratch while using existing stuff as a mild reference. If you want help with specific abilities give more details as to what they must do and i will help. Often you will find certain abilities, behaviors, validators and requirements are redundant so dont need copying. Attack, move and stand dont need modifying unless you want something really specific.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
There are quite a lot of things I'll be wanting to do. I don't even know everything I need to do yet. :p I'll just give an example of one I'm working on right now. The HoBG Ahroun unit needs to be able to cloak normally while in motion, and be totally undetectable even by detectors when not in motion. Both would be triggered with a button and drain energy.
Or, for another one, a LuRT Galliard unit would be able to "rescue" critters, turning them into allied units with their own abilities depending on what critter it is. And so on. This map is going to take a VERY long time to make. But it'll be worth it when it's done, at least for me. XD
For the first one you need to modify the detect Buff behaviour your detector units are using. Set the Unit - Modification - Detect Filters to exclude Benign.
For your cloaking ability use ghost/spectre for inspiration and have a Behavior type ability that applies a behavior of the Buff type that sets the Behavior - Modification - State Flags to Cloaked, Behavior - Validators (Remove) to Can Spend Energy and Has Energy and Unit - Modification - Vital Regeneration Bonus set to -ve energy per sec.
Give the unit a Buff behavior with Behavior - Modification - State Flags to Benign and Behavior - Validators (Disable) set to a Unit Compare Behavior Count validator (Validator - Behavior set to your cloak, Validator - Unit - Value set to Caster and Validator - Value set to 1), NotMoving (Unnamed) and Caster Not In Combat.
That way your unit will cloak like a ghost and drain energy when cloaked losing the cloak when out of energy. When cloaked, not moving and not fighting it will be known as benign making it unable to be targeted by you detector units.
For your second ability use an Effect - Target ability that uses an Apply Behavior effect. Set Behavior - Behavior to a Buff type behavior based on Infestor - Neural Parasite with Behavior - Player - Value set to caster and Stats - Flags to hidden, no requirements.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I've long been entertained by the idea of making 'Garou units'. Not necessarily with actual werewolf graphics, at least not right now, but units with abilities and properties appropriate to the Werewolf: the Apocalypse trope they represent. "Lupus" units will use the Predator model or other four-legged/wheeled things. "Homid" units will be humanoid units like marines, marauders, and suchlike. "Metis" units I haven't decided on yet... probably just everything that doesn't fit into the first two classifications unless there's some specific reason I feel like it would fit best as one of the first two. Auspice and tribal affiliations translate into the unit's powers and properties. Black Spiral Dancer units would allow any race to use Zerglike anti-enemy abilities like an equivalent of toxic creep or corruption. Fianna units would be able to cause enemy units to stop attacking and flee for, say, ten seconds, or buff their allies' attack temporarily with a "battle song". Galliard units might be able to "rescue" critters, turning them into allied combat units. Ragabash units might be able to cloak. Et cetera.
However, I've been having a lot of trouble figuring out how to create new units in general, and especially with custom abilities/behaviors. Any guidance in this regard would be really appreciated. Thank you!
Creating new units...hm well Create new unit on Unit Tab. Add the normal skills. Then go to Actor Tab and Copy/Create the actor with the desired model then attach it to the created unit.
The custom skills is hardest than creating new units.
@Tekaichi: Go
Oh dear. I hope I don't manage to create four copies of the Attack action like I did last time I tried this... e.e; Thanks for pointing me in the right direction, anyhow. I'd feel more confident if I had more specific details, but it's okay. I know it's a pretty n00bish question.
And... yeah. I'm pretty sure I had figured that part out on my own. ;p It's okay if you don't know how to do it yourself, but all you have to do is say so. It's not like I know any more than you do when it comes to that.
Anyone with advice on creating custom units and custom unit abilities would be VERY appreciated and rewarded with as much testing time of their map(s) as they desire (or help on something they're struggling with, albeit it's unlikely that someone who knows how to do what I'm asking would ever require my meager skills.)
@KnifeSmile: Go
I've done that too, 3 copies of attack on a BC copy. Just went through asking about it though. Check the thread "Proper Unit Duplication" on this same page of the Data editor. It was the last topic I started.
Duping units often causes trouble, often effect and actor fields become corrupted. I find it easier to make units and abilities from scratch while using existing stuff as a mild reference. If you want help with specific abilities give more details as to what they must do and i will help. Often you will find certain abilities, behaviors, validators and requirements are redundant so dont need copying. Attack, move and stand dont need modifying unless you want something really specific.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
There are quite a lot of things I'll be wanting to do. I don't even know everything I need to do yet. :p I'll just give an example of one I'm working on right now. The HoBG Ahroun unit needs to be able to cloak normally while in motion, and be totally undetectable even by detectors when not in motion. Both would be triggered with a button and drain energy.
Or, for another one, a LuRT Galliard unit would be able to "rescue" critters, turning them into allied units with their own abilities depending on what critter it is. And so on. This map is going to take a VERY long time to make. But it'll be worth it when it's done, at least for me. XD
For the first one you need to modify the detect Buff behaviour your detector units are using. Set the Unit - Modification - Detect Filters to exclude Benign.
For your cloaking ability use ghost/spectre for inspiration and have a Behavior type ability that applies a behavior of the Buff type that sets the Behavior - Modification - State Flags to Cloaked, Behavior - Validators (Remove) to Can Spend Energy and Has Energy and Unit - Modification - Vital Regeneration Bonus set to -ve energy per sec.
Give the unit a Buff behavior with Behavior - Modification - State Flags to Benign and Behavior - Validators (Disable) set to a Unit Compare Behavior Count validator (Validator - Behavior set to your cloak, Validator - Unit - Value set to Caster and Validator - Value set to 1), NotMoving (Unnamed) and Caster Not In Combat.
That way your unit will cloak like a ghost and drain energy when cloaked losing the cloak when out of energy. When cloaked, not moving and not fighting it will be known as benign making it unable to be targeted by you detector units.
For your second ability use an Effect - Target ability that uses an Apply Behavior effect. Set Behavior - Behavior to a Buff type behavior based on Infestor - Neural Parasite with Behavior - Player - Value set to caster and Stats - Flags to hidden, no requirements.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg