When i have added that ability to other unit, somethign totally wierd happened... The ability in game have cost of: 50minerals, 150gas and 1 population :D Why such thing happened? Isnt it the cost of infestor unit? Why does it apply to my burrow ability? When i have placed infestor on the map his ability (which is the same as the one at my new unit) is acting normnally (no costs).
thanks in advance for ny help.
edit:
ahh i found the answer... this ability morphs unit into another unit called burrowed infestor and it have cost values.
After dealing with that costs im here with burried infestor and my custom unit on top of it... Anyone know some way to remove the custom unit for the burrow time?
edit2:
Oh boy... Seems it will require to much excessive editor's knowledge for me to achieve the goal of burrow/unburrow abilities for my custom unit :/ It lakcs all the effects and stuff... wtb easier galaxy ediutor version.
Step 0. hopefully you made your own 2 abilities for burrow and unburrow of your unit. Lets call them "BurrowMyUnit" and "UnburrowMyUnit".
hopefully you made your own 2 units lets call them "CustomUnit" and "CustomUnit(Burrowed)". Hopefully you made your own actor for the "CustomUnit" unit, lets call him "CustomActor". And I will assume you duplicated the Infestor Unit ACTOR for the "CustomUnit(Burrowed)" unit ACTOR, lets call him "CustomActor(Burrowed)".
Step 1. you need to destroy your "CustomActor" when he burrows and create him when the burrowed version unburrows.
in your "CustomActor" events+ you need these 2 events:
AbilMorph.BurrowMyUnit.Start
>>Destroy
AbilMorph.UnburrowMyUnit.Start
>>Create
Step 2. The opposite for the "CustomActor(Burrowed)". It needs created when u burrow and destroyed when u unburrow. add these to events+.
AbilMorph.BurrowMyUnit.Start
>>Create
AbilMorph.UnburrowMyUnit.Start
>>Destroy
While you are here in the events find all the events that call "Infestor" and change them to "CustomUnit(Burrowed)"
Step 3. You might get this working and discover that your new unit cannot move once burrowed even though he has infestor model on screen.
You need to make sure the "CustomUnit(Burrowed)" has move skill in abilities and command card.
AND!!!!!!!!!!!!!!!!!!! make sure movespeed is not 0!!!!!!!!!!!!!!!!!!! When I did this the first time it took me 30 mins to find this problem....
You should have a working unit that burrows and changes into the infestor model when burrowed and back to your units model when you unburrow.
As i thought it will be way to much for my current knowledge of the editor's ways of working (if i would see video of someone doing it, then maybe i would understund) :P
But I have made whole burrowing and unburrowing process trough triggers now :P
IF you want I could send you a map file with nothing but a custom burrowing unit I created. Its a brutalisk that burrows into an infestor model and moves around while burrowed.
If you are happy with triggers working for it then that is great.
We are on opposite ends of the spectrum, I don't know the first thing about triggers or trigger editing but I have become quite good with the Data Editor at least for actors I am yet to venture into hero's and leveling yet.
Hehe, im not that good with triggers - they are just much easier to understund for me, cause i have learned basics of triggers back in starcraft1 and warcraft3. I just cant find the links people are talking about while discussing actors effects etc... I know there are actors, effects etc, but i dont know the placed where they are linked. Maybe if someone would pepare the tutorial of the links themselfs it would be big help for people of my kind. I think i will even start topic with suggestion abotu this particular thing.
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Hey guys.
When i have added that ability to other unit, somethign totally wierd happened... The ability in game have cost of: 50minerals, 150gas and 1 population :D Why such thing happened? Isnt it the cost of infestor unit? Why does it apply to my burrow ability? When i have placed infestor on the map his ability (which is the same as the one at my new unit) is acting normnally (no costs).
thanks in advance for ny help.
edit: ahh i found the answer... this ability morphs unit into another unit called burrowed infestor and it have cost values. After dealing with that costs im here with burried infestor and my custom unit on top of it... Anyone know some way to remove the custom unit for the burrow time?
edit2: Oh boy... Seems it will require to much excessive editor's knowledge for me to achieve the goal of burrow/unburrow abilities for my custom unit :/ It lakcs all the effects and stuff... wtb easier galaxy ediutor version.
Step 0. hopefully you made your own 2 abilities for burrow and unburrow of your unit. Lets call them "BurrowMyUnit" and "UnburrowMyUnit". hopefully you made your own 2 units lets call them "CustomUnit" and "CustomUnit(Burrowed)". Hopefully you made your own actor for the "CustomUnit" unit, lets call him "CustomActor". And I will assume you duplicated the Infestor Unit ACTOR for the "CustomUnit(Burrowed)" unit ACTOR, lets call him "CustomActor(Burrowed)".
Step 1. you need to destroy your "CustomActor" when he burrows and create him when the burrowed version unburrows.
in your "CustomActor" events+ you need these 2 events:
AbilMorph.BurrowMyUnit.Start >>Destroy
AbilMorph.UnburrowMyUnit.Start >>Create
Step 2. The opposite for the "CustomActor(Burrowed)". It needs created when u burrow and destroyed when u unburrow. add these to events+.
AbilMorph.BurrowMyUnit.Start >>Create
AbilMorph.UnburrowMyUnit.Start >>Destroy
While you are here in the events find all the events that call "Infestor" and change them to "CustomUnit(Burrowed)"
Step 3. You might get this working and discover that your new unit cannot move once burrowed even though he has infestor model on screen. You need to make sure the "CustomUnit(Burrowed)" has move skill in abilities and command card. AND!!!!!!!!!!!!!!!!!!! make sure movespeed is not 0!!!!!!!!!!!!!!!!!!! When I did this the first time it took me 30 mins to find this problem....
You should have a working unit that burrows and changes into the infestor model when burrowed and back to your units model when you unburrow.
Good luck!
@FahqueL: Go
Thanks a lot for reply :)
As i thought it will be way to much for my current knowledge of the editor's ways of working (if i would see video of someone doing it, then maybe i would understund) :P But I have made whole burrowing and unburrowing process trough triggers now :P
@Azzaaer: Go
IF you want I could send you a map file with nothing but a custom burrowing unit I created. Its a brutalisk that burrows into an infestor model and moves around while burrowed.
If you are happy with triggers working for it then that is great.
We are on opposite ends of the spectrum, I don't know the first thing about triggers or trigger editing but I have become quite good with the Data Editor at least for actors I am yet to venture into hero's and leveling yet.
@FahqueL: Go
Hehe, im not that good with triggers - they are just much easier to understund for me, cause i have learned basics of triggers back in starcraft1 and warcraft3. I just cant find the links people are talking about while discussing actors effects etc... I know there are actors, effects etc, but i dont know the placed where they are linked. Maybe if someone would pepare the tutorial of the links themselfs it would be big help for people of my kind. I think i will even start topic with suggestion abotu this particular thing.