Once more I'm getting distressed at the lack of information on the data editor from blizzard (and the unfortunately bad search function in this otherwise great forum), so I'm going to ask a few more noobish questions.
I want to build towers that have the same models as units, but don't move. More specifically, I want :
1) To 'immobilize' the model of the unit, like in squadron TD. I managed to remove the turn and animation fidgets, but even in idle the unit is not completely static. Maybe in the actor of the unit ?
2) To prevent any movement, BUT display the movespeed of the unit the tower is based on : for a marine tower, I want the speed of a marine to be displayed in the armor tooltip like a normal unit. If I remove the mover or set the speed to 0, the speed is not displayed anymore for the tower.
3) To enable and save rallypoints : the towers can have rallypoints, then in a trigger I replace the tower by a normal unit and order the unit to go to the rally point. I didn't really check if it was easy to do, but I guess I will have some problems so I prefer to ask.
4) To display the refund value of a sell ability of the tower on the button. The problem here is that, as is commonly used by TD makers, I use a trigger to modify the player ressources to have only one ability 'sell'. So I have no clue how to do that.
5) To make an area where units cannot go through during time A, then remove the blocking during time B, and redo it during time C, etc... Is there a cleaner way than making a lot of dynamic pathing blockers, destroying them in triggers, then recreating them, etc ? I would need to save a lot of points in my triggers to do this...
6) I have a bug when building my marine tower, the placement model (before the unit is constructed, when hovering with the mouse) is that of a marine with combat shield, but my marine doesn't have (yet) the upgrade. I probably overlooked something somewhere. Ultimately, I would have the placement model reflecting the same upgrade the units currently have, but don't know how to do it.
I'd like also if possible some clarifications on the salvage ability of the bunkers. If I understand well, when the button salvage is pressed, the ability salvage is used, which gives a behavior to the unit. The behavior is a timer, which starts the Effect Salvage when it expires. The effect Salvage orders the unit to use the second ability salvage (refund). This ability gives 100 minerals back, and starts the effect salvage death, which kills the unit. Now :
7) What use are the default buttons of the abilities in the command pannel of the ability ?
8 ) Why does the behavior have the two salvage abilities enabled (what does it mean in fact) ?
9) What does the preempt command flag of the first effect mean ?
Last question :
10) If I set the requirement to build a tower in the unit command card of the builder, the price of the tower is not displayed in game if the requirement is not met. But if I set it in the ability to build the tower, it is. Why is that ?
1) You can pause the animations of the unit under the Events+ field in the actor for the unit
2) Under the units data type in the Unit - Flags field there is one called movable. Try that
3) The rally point is an ability. You would have to create a dummy unit with 0 opacity that is then has Issue Order effects tell it where to rally
4) Using the View Raw Data finction of the editor you can find out the strings needed in the text to show the value. As for which string exactly dont ask me
5) Just make your own but with a godzilla size footprint using the Footprints data type and the Movement - Pathing Footprint of the units data type
6) Sure the Art - Model (Placement) model for the Unit actor is the same as the actual model?
7) Please define default
8 ) There are no behaviours involved in the salvage ability. The first Salvage Bunker ability just causes the channeling delay that you can see. When it has finished channeling it uses an Issue Order effect to tell the hidden Salvage Bunker (Refund) ability to be used that has a negative cost (gives stuff back) and kills the bunker
9) Use a dictionary and guess
10) The requirement in the command card is merely for showing the button (must be set to suppressed in the ability) while the requirement in the ability determines if it can be used or not.
2) I think I have a problem. I cannot make the unit move anymore. Don't know what the problem is.
6) Yeah the 3 models are the marine. No 'marine shield upgrade' model so it doesn't come from there.
7) In the ability, tab ability - box commands. When you define a command you can define a default button. But why and what does it do ?
8 ) I mean in the 'salvage' behavior - modification - ability - box abilities enabled, there are the two abilities. The tooltip says :'classes of abilities that are enabled when the behavior is active'. I find the tooltip more confusing than helping, does it mean that all the other abilities of the unit are disabled ?
@DrSuperEvil: Go
2) I think I have a problem. I cannot make the unit move anymore. Don't know what the problem is.
Did you add a footprint? Most (all?) footprints make the unit unmovable
Quote:
6) Yeah the 3 models are the marine. No 'marine shield upgrade' model so it doesn't come from there.
The standard animation for a marine is with combat shield, the marine actor adds a "cover" animation group, which hides the shield.
You would need to do this for the placement model.
You could do this by not using the default placement actor.
Got to the Art - Placement Model - field, change the actor used by default, PlacementModel, to a custom one, best would be a copy of the default one, where you only change the actor events to not play the "Stand", but the "Stand Cover" animation.
Quote:
7) In the ability, tab ability - box commands. When you define a command you can define a default button. But why and what does it do ?
This does not seem to be needed, however, it indicates the command shown, when you edit the command card and need to select the specific ability command. If you don't use a default button, this field is blank. It works anyway, but for abilities with multiple possible commands, you cannot differentiate the commands, if you don't specify the default button.
Quote:
8 ) I mean in the 'salvage' behavior - modification - ability - box abilities enabled, there are the two abilities. The tooltip says :'classes of abilities that are enabled when the behavior is active'. I find the tooltip more confusing than helping, does it mean that all the other abilities of the unit are disabled ?
No, but you can disable all abilities for the unit, and the ones in this field are handled as an exception, so they are still useable.
Most likely the behavior disables all abilities to prevent the bunker from making anything else while salvaged.
1) I didn't manage to find how to stop the animation in the actor events for a complex unit like a marine or a marauder. It's easy for a doodadd, but it's too hard for me yet for the marine. I just added a behavior that scales time 1/100 so units are nearly immobile, but maybe someone knows exactly what fields to modify in the actor ? Or someone knows a good tutorial on actor events ? There's one in tutorials section but it's not really user-friendly.
2) Yes, it's a building so I put a footprint. Basically, my question is 'Is it possible to display a move speed for a building in the armor tooltip like a normal unit ?
3) Hmm, I don't like the idea of creating a hidden unit for this. I replace my tower by a unit with a trigger, so is it possible to save the rally point of the tower in a variable and then order the unit to move there, or do something with triggers ?
4) Is it possible to link a trigger constant in a data text field ? Didn't find how.
3) I did it with triggers. Works fine. Don't know how to change the number of extra rally points set with shift click, though. Can't delete them in the command tab.
5) The godzilla footprint works fine, I had some trouble when creating a new footprint with CShape and ended copy pasting manually the field from other footprints. Is it a bug ? Also, it blocks units pathing, but not building structures.
1-6) I give up on models. I tried your method Kueken, but the animation is frozen with a marine (without combat shield) mid-walking. I actually want frozen placement and placeholders models as well, but the marine in mid-stride is really ugly so I'd rather have the wrong model (plus I didn't tell it to be frozen, I don't like that). I managed to freeze the other placement models easily (contrary to unit models), but there is still the thruster of the scv for example which is working, while the rest of the scv is frozen. Models are way too complicated for me.
2-4) On the list of 'failed things to do' too
10) Is there a way to display the cost of a button while using a requirement in the command card ? I would need it for my towers, I set the command to passive to prevent clicking in order to display if the upgrades are unlocked or not, and it would be super cool to have the cost (life-energy) of using the ability as well.
Hello,
Once more I'm getting distressed at the lack of information on the data editor from blizzard (and the unfortunately bad search function in this otherwise great forum), so I'm going to ask a few more noobish questions.
I want to build towers that have the same models as units, but don't move. More specifically, I want :
1) To 'immobilize' the model of the unit, like in squadron TD. I managed to remove the turn and animation fidgets, but even in idle the unit is not completely static. Maybe in the actor of the unit ?
2) To prevent any movement, BUT display the movespeed of the unit the tower is based on : for a marine tower, I want the speed of a marine to be displayed in the armor tooltip like a normal unit. If I remove the mover or set the speed to 0, the speed is not displayed anymore for the tower.
3) To enable and save rallypoints : the towers can have rallypoints, then in a trigger I replace the tower by a normal unit and order the unit to go to the rally point. I didn't really check if it was easy to do, but I guess I will have some problems so I prefer to ask.
4) To display the refund value of a sell ability of the tower on the button. The problem here is that, as is commonly used by TD makers, I use a trigger to modify the player ressources to have only one ability 'sell'. So I have no clue how to do that.
5) To make an area where units cannot go through during time A, then remove the blocking during time B, and redo it during time C, etc... Is there a cleaner way than making a lot of dynamic pathing blockers, destroying them in triggers, then recreating them, etc ? I would need to save a lot of points in my triggers to do this...
6) I have a bug when building my marine tower, the placement model (before the unit is constructed, when hovering with the mouse) is that of a marine with combat shield, but my marine doesn't have (yet) the upgrade. I probably overlooked something somewhere. Ultimately, I would have the placement model reflecting the same upgrade the units currently have, but don't know how to do it.
I'd like also if possible some clarifications on the salvage ability of the bunkers. If I understand well, when the button salvage is pressed, the ability salvage is used, which gives a behavior to the unit. The behavior is a timer, which starts the Effect Salvage when it expires. The effect Salvage orders the unit to use the second ability salvage (refund). This ability gives 100 minerals back, and starts the effect salvage death, which kills the unit. Now :
7) What use are the default buttons of the abilities in the command pannel of the ability ?
8 ) Why does the behavior have the two salvage abilities enabled (what does it mean in fact) ?
9) What does the preempt command flag of the first effect mean ?
Last question :
10) If I set the requirement to build a tower in the unit command card of the builder, the price of the tower is not displayed in game if the requirement is not met. But if I set it in the ability to build the tower, it is. Why is that ?
Thanks for any answer ! :)
1) You can pause the animations of the unit under the Events+ field in the actor for the unit
2) Under the units data type in the Unit - Flags field there is one called movable. Try that
3) The rally point is an ability. You would have to create a dummy unit with 0 opacity that is then has Issue Order effects tell it where to rally
4) Using the View Raw Data finction of the editor you can find out the strings needed in the text to show the value. As for which string exactly dont ask me
5) Just make your own but with a godzilla size footprint using the Footprints data type and the Movement - Pathing Footprint of the units data type
6) Sure the Art - Model (Placement) model for the Unit actor is the same as the actual model?
7) Please define default
8 ) There are no behaviours involved in the salvage ability. The first Salvage Bunker ability just causes the channeling delay that you can see. When it has finished channeling it uses an Issue Order effect to tell the hidden Salvage Bunker (Refund) ability to be used that has a negative cost (gives stuff back) and kills the bunker
9) Use a dictionary and guess
10) The requirement in the command card is merely for showing the button (must be set to suppressed in the ability) while the requirement in the ability determines if it can be used or not.
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
@DrSuperEvil: Go
2) I think I have a problem. I cannot make the unit move anymore. Don't know what the problem is.
6) Yeah the 3 models are the marine. No 'marine shield upgrade' model so it doesn't come from there.
7) In the ability, tab ability - box commands. When you define a command you can define a default button. But why and what does it do ?
8 ) I mean in the 'salvage' behavior - modification - ability - box abilities enabled, there are the two abilities. The tooltip says :'classes of abilities that are enabled when the behavior is active'. I find the tooltip more confusing than helping, does it mean that all the other abilities of the unit are disabled ?
Did you add a footprint? Most (all?) footprints make the unit unmovable
The standard animation for a marine is with combat shield, the marine actor adds a "cover" animation group, which hides the shield.
You would need to do this for the placement model.
You could do this by not using the default placement actor.
Got to the Art - Placement Model - field, change the actor used by default, PlacementModel, to a custom one, best would be a copy of the default one, where you only change the actor events to not play the "Stand", but the "Stand Cover" animation.
This does not seem to be needed, however, it indicates the command shown, when you edit the command card and need to select the specific ability command. If you don't use a default button, this field is blank. It works anyway, but for abilities with multiple possible commands, you cannot differentiate the commands, if you don't specify the default button.
No, but you can disable all abilities for the unit, and the ones in this field are handled as an exception, so they are still useable.
Most likely the behavior disables all abilities to prevent the bunker from making anything else while salvaged.
1) I didn't manage to find how to stop the animation in the actor events for a complex unit like a marine or a marauder. It's easy for a doodadd, but it's too hard for me yet for the marine. I just added a behavior that scales time 1/100 so units are nearly immobile, but maybe someone knows exactly what fields to modify in the actor ? Or someone knows a good tutorial on actor events ? There's one in tutorials section but it's not really user-friendly.
2) Yes, it's a building so I put a footprint. Basically, my question is 'Is it possible to display a move speed for a building in the armor tooltip like a normal unit ?
3) Hmm, I don't like the idea of creating a hidden unit for this. I replace my tower by a unit with a trigger, so is it possible to save the rally point of the tower in a variable and then order the unit to move there, or do something with triggers ?
4) Is it possible to link a trigger constant in a data text field ? Didn't find how.
7 & 8 ) Thx for the input :).
Update :
3) I did it with triggers. Works fine. Don't know how to change the number of extra rally points set with shift click, though. Can't delete them in the command tab.
5) The godzilla footprint works fine, I had some trouble when creating a new footprint with CShape and ended copy pasting manually the field from other footprints. Is it a bug ? Also, it blocks units pathing, but not building structures.
1-6) I give up on models. I tried your method Kueken, but the animation is frozen with a marine (without combat shield) mid-walking. I actually want frozen placement and placeholders models as well, but the marine in mid-stride is really ugly so I'd rather have the wrong model (plus I didn't tell it to be frozen, I don't like that). I managed to freeze the other placement models easily (contrary to unit models), but there is still the thruster of the scv for example which is working, while the rest of the scv is frozen. Models are way too complicated for me.
2-4) On the list of 'failed things to do' too
10) Is there a way to display the cost of a button while using a requirement in the command card ? I would need it for my towers, I set the command to passive to prevent clicking in order to display if the upgrades are unlocked or not, and it would be super cool to have the cost (life-energy) of using the ability as well.
11) Takes way too long to make a map ...
11) Rome was not built in a day and the more effort you put in a map the better it is usually.
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