Alright, so I'm trying to make my own version of the Mothership Purifier Beam to give to a new unit I'm working on. problem is, whenever I get to the effects (To change the damage amount and things of the like) the weapon completely breaks. It won't pull any actors over I've "explained link" on the actors for the original purifier beam and it says they are linked through Events on the Effects but there is no place to specify events on the Effects.
Can someone link me to a resource that shows in depth how to create a brand new weapon from scratch in the data editor? I've googled to no end and just found broken links or tutorials that are severely outdated because of the editor changes.
It's because in your ACTOR, is where it controls when it shows up.
The Actor Events+ field for your weapon effect would look something like this
Effect.CustomWeaponDamage.Start
Create
Are you copy/pasting or duplicating? Doing such tends to create a copy double, ie, PurifierDamage now becomes PurifierDamage2, and PurifierDamage2 is not linked in the Actor Events of the original weapon, only PurifierDamage.
dublicate the weapon with all the actors and behavors etc. ( its should say Purifer beam copy or something similar) then go to the unit you want to put the weapon on, then go to combat:weapons, click add weapon, find the parent weapon ( purifer beam) and the copy should be right under it
So with this u can change whatever on the weapon and it not effect the parent weapon
Depending on what you want your weapon to do determines how you set it up. Use an Action actor for the most simple weapons that use a Damage effect directly or a Launch Missile effect, you will also need a Missile type actor for the latter one. The events of the actor refer to the effects not the other way round.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Alright I've watched a few tutorials and have a bit of a better grasp on how to do this but I'm stuck on one thing, I've made an ability that fires a missile at a target (or point) and deals damage to the surrounding units. It works but I have 3 problems. 1: The cool-down doesn't show on the ability card. 2: The prepare bar doesn't show on the character (1 second cast time) and 3: I want there to be a secondary effect that shows when the first projectile hits the target unit or point for 1 or 2 seconds. (Kind of like the Ghost EMP) I want it to show a mini vortex (and a few other accent effects) I have looked at the mothership ability and cant figure out how the vortex model is actually linked to the effect. There are no references to it anywhere unless i'm blind. I have also looked at the EMP ability and didn't find the links to the actual models on that one either.
Any ideas on this one? Thanks for the above replies btw.
EDIT: Okay so the vortex effect works on rank 2 but not on rank one and there are no noticeable differences between the rank other than the damage effect. I do get this error in the debug window when I use rank 2. Rank one (The one that doesn't show the vortex effect) doesn't error for me.
EDIT AGAIN:
Fixed the errors in the debugger but the effect still doesn't show on the first rank.
EDIT: Alright, cool down and progress feedback work now, just need to get that vortex to show up on rank one and this ability will be finished.
EDIT: Alright I fixed it. There was a little switch up in the 2nd effect.
1. Odds are your cooldown link is messed up with the dupe so reset it to parent.
2. You are thinking of an Effect - Target ability not a weapon if you want it to show a bar, a workaround is to apply a hidden buff that creates the bar visual for it's duration that is applied after firing.
3. Make a Model type actor be created by the effect used by the Launch Missile effect on impact that is hosted on the target which has a timer set for 2 seconds before destroying the actor.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Alright, so I'm trying to make my own version of the Mothership Purifier Beam to give to a new unit I'm working on. problem is, whenever I get to the effects (To change the damage amount and things of the like) the weapon completely breaks. It won't pull any actors over I've "explained link" on the actors for the original purifier beam and it says they are linked through Events on the Effects but there is no place to specify events on the Effects. Can someone link me to a resource that shows in depth how to create a brand new weapon from scratch in the data editor? I've googled to no end and just found broken links or tutorials that are severely outdated because of the editor changes.
Thanks!
@Glocksna: Go
It's because in your ACTOR, is where it controls when it shows up.
The Actor Events+ field for your weapon effect would look something like this
Are you copy/pasting or duplicating? Doing such tends to create a copy double, ie, PurifierDamage now becomes PurifierDamage2, and PurifierDamage2 is not linked in the Actor Events of the original weapon, only PurifierDamage.
@Glocksna: Go
something that worked for me:
dublicate the weapon with all the actors and behavors etc. ( its should say Purifer beam copy or something similar) then go to the unit you want to put the weapon on, then go to combat:weapons, click add weapon, find the parent weapon ( purifer beam) and the copy should be right under it
So with this u can change whatever on the weapon and it not effect the parent weapon
Depending on what you want your weapon to do determines how you set it up. Use an Action actor for the most simple weapons that use a Damage effect directly or a Launch Missile effect, you will also need a Missile type actor for the latter one. The events of the actor refer to the effects not the other way round.
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
Alright I've watched a few tutorials and have a bit of a better grasp on how to do this but I'm stuck on one thing, I've made an ability that fires a missile at a target (or point) and deals damage to the surrounding units. It works but I have 3 problems. 1: The cool-down doesn't show on the ability card. 2: The prepare bar doesn't show on the character (1 second cast time) and 3: I want there to be a secondary effect that shows when the first projectile hits the target unit or point for 1 or 2 seconds. (Kind of like the Ghost EMP) I want it to show a mini vortex (and a few other accent effects) I have looked at the mothership ability and cant figure out how the vortex model is actually linked to the effect. There are no references to it anywhere unless i'm blind. I have also looked at the EMP ability and didn't find the links to the actual models on that one either.
Any ideas on this one? Thanks for the above replies btw.
EDIT: Okay so the vortex effect works on rank 2 but not on rank one and there are no noticeable differences between the rank other than the damage effect. I do get this error in the debug window when I use rank 2. Rank one (The one that doesn't show the vortex effect) doesn't error for me.
EDIT AGAIN: Fixed the errors in the debugger but the effect still doesn't show on the first rank.
EDIT: Alright, cool down and progress feedback work now, just need to get that vortex to show up on rank one and this ability will be finished.
EDIT: Alright I fixed it. There was a little switch up in the 2nd effect.
http://img.techpowerup.org/120318/Capture169.jpg
the AnimBracketStop was in the wrong place on the level 1 section. Dont really know how that fixed it or how it works at all but its fixed to meh.
1. Odds are your cooldown link is messed up with the dupe so reset it to parent.
2. You are thinking of an Effect - Target ability not a weapon if you want it to show a bar, a workaround is to apply a hidden buff that creates the bar visual for it's duration that is applied after firing.
3. Make a Model type actor be created by the effect used by the Launch Missile effect on impact that is hosted on the target which has a timer set for 2 seconds before destroying the actor.
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
Thanks for the reply, but none of that made sense to me lol. I got it working though, see edits on my last post :)