Has anyone successfully done something like this? I went and searched through the forum, but most of the threads with similar issues seemed unresolved.
My problem is pretty much the title, I need to create an upgrade that disables the units first weapon, and enables a new one in its place. This upgrade may effect up to 50 units at a time, so I would like it to be as clean as possible.
If the tooltip is not so important you can always use a switch effect to control which of two sets for a weapon fire. One set normal one set upgraded. This will not alter the tooltip and stats of the weapon however you might be able to do that with the upgrade itself.
you can just do what the title says. you select weapon - options and set the corresponding flag to 1 (for disabled) inside the upgrade. same thing for the other weapon from 1 to 0
Can someone PM me an idiots guide to setting up the upgrade and behavior? I'm afraid I am brand new and can't seem to find how / what to create and how to connect them together.
I R dumb. :(
edit: actually is someone willing to answer a few other questions about weapons/behavior as well via PM? I have a few other modifications to the weapons I need to create, but can't find where the appropriate field is in the data editor.
For the very basic stuff you should head to the Tutorials or the Wiki. Tutorials for how to achieve specific goals, wiki for how to control individual data objects or "what does this button do?"
I suggest you ask all questions about getting specific things working in an open thread (you can edit your posts and even the title of this thread, for instance), apart from very basic or insanely complex setups there are often multiple ways of achieving the same goal, and the open crowd is better at finding the simplest/most efficient solution.
What generally helps me a lot (and doesn't involve waiting for replies to a forum thread), is to go through existing Blizzard-made assets and look for things that act the way you want to copy, or at least somewhat similarly. Playing the campaign can help you notice some cool tricks not seen in SC2 multiplayer, and hey, I hear some people even have fun doing that ;) . As an example relevant to your current problem, the WoL Hyperion Armory upgrades are handled through in-game dummy upgrades. Goliaths have alternate weapons for the Multilockon upgrade, and any version of the Marauder Concussion Shells should make a good template for how to add upgrade-unlocked effects to existing weapons.
Has anyone successfully done something like this? I went and searched through the forum, but most of the threads with similar issues seemed unresolved.
My problem is pretty much the title, I need to create an upgrade that disables the units first weapon, and enables a new one in its place. This upgrade may effect up to 50 units at a time, so I would like it to be as clean as possible.
If the tooltip is not so important you can always use a switch effect to control which of two sets for a weapon fire. One set normal one set upgraded. This will not alter the tooltip and stats of the weapon however you might be able to do that with the upgrade itself.
@IntoTheRain2000: Go
you can just do what the title says. you select weapon - options and set the corresponding flag to 1 (for disabled) inside the upgrade. same thing for the other weapon from 1 to 0
@IntoTheRain2000: Go
You mean like the WOL missile turret upgrade does?
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
can you just make the range 0, so that it cant be fired?
Use a permanent behaviour, disable the old weapon and enable the new one.
Give each unit 2 behaviors.
Behavior A enables weapon A.
Behavior B enables weapon B.
Add your upgrade as a requirement to behavior B.
Add the inverse of your requirement to behavior A.
That's all!
Can someone PM me an idiots guide to setting up the upgrade and behavior? I'm afraid I am brand new and can't seem to find how / what to create and how to connect them together.
I R dumb. :(
edit: actually is someone willing to answer a few other questions about weapons/behavior as well via PM? I have a few other modifications to the weapons I need to create, but can't find where the appropriate field is in the data editor.
@IntoTheRain2000: Go
here the map. notice that no weapon should be deactivaded by default or you wont be able to set it with an upgrade
For the very basic stuff you should head to the Tutorials or the Wiki. Tutorials for how to achieve specific goals, wiki for how to control individual data objects or "what does this button do?"
I suggest you ask all questions about getting specific things working in an open thread (you can edit your posts and even the title of this thread, for instance), apart from very basic or insanely complex setups there are often multiple ways of achieving the same goal, and the open crowd is better at finding the simplest/most efficient solution.
What generally helps me a lot (and doesn't involve waiting for replies to a forum thread), is to go through existing Blizzard-made assets and look for things that act the way you want to copy, or at least somewhat similarly. Playing the campaign can help you notice some cool tricks not seen in SC2 multiplayer, and hey, I hear some people even have fun doing that ;) . As an example relevant to your current problem, the WoL Hyperion Armory upgrades are handled through in-game dummy upgrades. Goliaths have alternate weapons for the Multilockon upgrade, and any version of the Marauder Concussion Shells should make a good template for how to add upgrade-unlocked effects to existing weapons.