I created an upgrade which is supposed to set Energy Maximum, Energy Regeneration Rate, and Energy Starting Amount for a unit after the upgrade is researched. The unit that gets this energy has 0 for all three attributes prior to the upgrade.
When I test this in-game, the Energy Maximum and Energy Regeneration Rate are applied as expected, but the Energy Starting Amount remains at 0 even though I use the upgrade to Set it to 50.
I have tried the following iterations with the same outcome:
Using Add instead of Set
Setting the Energy Starting Amount to 50 on the unit and removing it from the upgrade
You can't change the order that the upgrade's effects are applied, so I don't think the order would matter. I'm not aware of another unit I can compare this against either.
starting amount is the amount the unit gets on creation/revive, if it is already created the starting amount doesnt matter. you have to run an modify unit effect on the unit to add/set current energy to 50.
(or you kill and revive your unit, lol)
That makes sense. How would you apply the Modify Unit effect to the unit? Do you have to create a Behavior and an Apply Behavior effect to accomplish that?
However, thinking about how upgrades work, since the upgrade is going to be on the Nexus and I want each separate Nexus to be forced to research the upgrade, I might have to make it a Morph ability like the Command Center -> Orbital Command otherwise the effect is just applied to every new Nexus that is built.
I decided to go with a Morph ability as I want the upgrade to be required for each Nexus rather than a single upgrade for all. The upgrade itself it working, but I'm having two minor issues:
1. The new structure that my Nexus morphs into doesn't have an icon so the morphing icon shows a solid purple square and I can't find where this icon is set on the unit. The morph ability itself is fine in the command card - it's just the unit's icon that's missing.
2. When I select the morph ability, I can select it even if there is a Probe queued (which I shouldn't be able to do). I've compared all the settings between my morph ability and the morph abilities of the Command Center and they seem to match up.
Edit: I fixed number 1 after a bit of digging by duplicating one of the actors for the unit. I'm still stuck on number 2 at the moment.
The requirements/validators for what though? The morph ability, unit, or something else?
I've been looking at the Command Center/Orbital Command morph ability and unit to try and find where it has a "nothing in queue" requirement (or whatever it may be called), but I'm not seeing something of that nature anywhere.
Anyone have further thoughts on this? I still haven't been able to figure it out at all. If needed, I can upload my mod file so you could take a look at it first hand.
I want it to work like the Command Center -> Orbital Command/Planetary Fortress morph. If there's an SCV in the build queue, the morph button becomes grayed out and you cannot morph until there's nothing in the queue.
I would, but I can't figure out where to add it. I've looked at both the unit and morph abilities for the Command Center, but I don't see a section like that anywhere. I have been looking for such a requirement on the CC so I can replicate it for my morph, but my problem has been I don't know where it is.
I created an upgrade which is supposed to set Energy Maximum, Energy Regeneration Rate, and Energy Starting Amount for a unit after the upgrade is researched. The unit that gets this energy has 0 for all three attributes prior to the upgrade.
When I test this in-game, the Energy Maximum and Energy Regeneration Rate are applied as expected, but the Energy Starting Amount remains at 0 even though I use the upgrade to Set it to 50.
I have tried the following iterations with the same outcome:
You can't change the order that the upgrade's effects are applied, so I don't think the order would matter. I'm not aware of another unit I can compare this against either.
Anyone run into this issue before?
starting amount is the amount the unit gets on creation/revive, if it is already created the starting amount doesnt matter. you have to run an modify unit effect on the unit to add/set current energy to 50.
(or you kill and revive your unit, lol)
That makes sense. How would you apply the Modify Unit effect to the unit? Do you have to create a Behavior and an Apply Behavior effect to accomplish that?
However, thinking about how upgrades work, since the upgrade is going to be on the Nexus and I want each separate Nexus to be forced to research the upgrade, I might have to make it a Morph ability like the Command Center -> Orbital Command otherwise the effect is just applied to every new Nexus that is built.
Just have a buff that uses the modify unit effect and removes itself.
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
I decided to go with a Morph ability as I want the upgrade to be required for each Nexus rather than a single upgrade for all. The upgrade itself it working, but I'm having two minor issues:
1. The new structure that my Nexus morphs into doesn't have an icon so the morphing icon shows a solid purple square and I can't find where this icon is set on the unit. The morph ability itself is fine in the command card - it's just the unit's icon that's missing.
2. When I select the morph ability, I can select it even if there is a Probe queued (which I shouldn't be able to do). I've compared all the settings between my morph ability and the morph abilities of the Command Center and they seem to match up.
Edit: I fixed number 1 after a bit of digging by duplicating one of the actors for the unit. I'm still stuck on number 2 at the moment.
Checked the requirements/validators?
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
The requirements/validators for what though? The morph ability, unit, or something else?
I've been looking at the Command Center/Orbital Command morph ability and unit to try and find where it has a "nothing in queue" requirement (or whatever it may be called), but I'm not seeing something of that nature anywhere.
Sure the Wait Until Stopped and Disable Abilities flags are enabled?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@DrSuperEvil: Go
Yep, they've been enabled - see image.
Anyone have further thoughts on this? I still haven't been able to figure it out at all. If needed, I can upload my mod file so you could take a look at it first hand.
Did you dupe an already existing morph?
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@DrSuperEvil: Go
i created this one from scratch and have been trying to match settings to other morphs.
Just asking because some of the ingame ones have hardcoded parts (scourge icon during morph showing a zergling always is a good example).
So you want to push the button and cancel any other orders and remove the option to train units?
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@DrSuperEvil: Go
I want it to work like the Command Center -> Orbital Command/Planetary Fortress morph. If there's an SCV in the build queue, the morph button becomes grayed out and you cannot morph until there's nothing in the queue.
Then just add a requirement that the units cannot be queued or better at unit
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@DrSuperEvil: Go
I would, but I can't figure out where to add it. I've looked at both the unit and morph abilities for the Command Center, but I don't see a section like that anywhere. I have been looking for such a requirement on the CC so I can replicate it for my morph, but my problem has been I don't know where it is.
Make one.
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