I have recreated the barracks addon build. But each time I place an addon reactor, it requires me to 'choose' the placement location, then click to deploy the addon.
Whereas, the Blizzard Barracks will immediately deploy the addon reactor next to the Barrack.
Thanks, but I've already tried the 'instant placement flag' many times for both lift off and land abilities. I'll continue to delete everything and try again. Perhaps something strange is going on.
If anyone knows, please point me in the right direction.
Meanwhile, on a related topic; does anyone know why the names of the Barrack, Factory and Starport change when you duplicate either the ground or flying version of the unit? When you change the name of a duplicated barrack, all of the Blizzard names change with your new unit -for both the ground and the flying version of the Blizzard Barr/Fact/Starport.
I cannot reproduce this phenomenon when creating units from scratch (with or without the included shared token unit actor). -all the actor events and unit fields were reset to parent-values with only the unit id's being corrected.
Instant deploy is determined by a 'behavior added on unit' field within the reactor unit. Add a reference to the newly made barrack/factory/starport id there.
The ground caster unit must also have 0 acceleration (default). The flying caster unit must have + acceleration, -1 leashes and etc.
However, the mysterious link that causes the auto renaming of duplicated air/ground buildings remains.
In my digital peril demo map I got it right a long time ago. There was another flag needed as well. And the footprints were a pain since it would fail to place if the footprint was not right.
Duping has a long history of causing bugs.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
When you duplicate, it copies everything. However, this also means it copies the name fields.
ANY field that is text does NOT have the value you see. It has a key instead. So something like Unit/Name/Marine
The Unit and Name part are for categorization, but the key thing is that it is a key, with a value you must then provide for every language. This is how localization works. The game sees Unit/Name/Marine. It then looks up that key for whatever locale your game is set to, and then uses the value for that key.
So by duplicating, you know are telling the game, your new unit has the exact same key as the Blizzard unit. So when you change the value, it changes for both. So you need to make a new key.
Let me be clear: This is NOT a bug. But it isn't obvious either, and most modders do not bother with localization, so they get burned by this.
I have recreated the barracks addon build. But each time I place an addon reactor, it requires me to 'choose' the placement location, then click to deploy the addon.
Whereas, the Blizzard Barracks will immediately deploy the addon reactor next to the Barrack.
Any ideas?
If I recall there was a flag. Instant placement or something... Not sure it has been a while.
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, but I've already tried the 'instant placement flag' many times for both lift off and land abilities. I'll continue to delete everything and try again. Perhaps something strange is going on.
If anyone knows, please point me in the right direction.
Meanwhile, on a related topic; does anyone know why the names of the Barrack, Factory and Starport change when you duplicate either the ground or flying version of the unit? When you change the name of a duplicated barrack, all of the Blizzard names change with your new unit -for both the ground and the flying version of the Blizzard Barr/Fact/Starport.
I cannot reproduce this phenomenon when creating units from scratch (with or without the included shared token unit actor). -all the actor events and unit fields were reset to parent-values with only the unit id's being corrected.
What causes this to occur
I got it working.
Instant deploy is determined by a 'behavior added on unit' field within the reactor unit. Add a reference to the newly made barrack/factory/starport id there.
The ground caster unit must also have 0 acceleration (default). The flying caster unit must have + acceleration, -1 leashes and etc.
However, the mysterious link that causes the auto renaming of duplicated air/ground buildings remains.
In my digital peril demo map I got it right a long time ago. There was another flag needed as well. And the footprints were a pain since it would fail to place if the footprint was not right.
Duping has a long history of causing bugs.
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
@TerraAzure: Go
When you duplicate, it copies everything. However, this also means it copies the name fields.
ANY field that is text does NOT have the value you see. It has a key instead. So something like Unit/Name/Marine
The Unit and Name part are for categorization, but the key thing is that it is a key, with a value you must then provide for every language. This is how localization works. The game sees Unit/Name/Marine. It then looks up that key for whatever locale your game is set to, and then uses the value for that key.
So by duplicating, you know are telling the game, your new unit has the exact same key as the Blizzard unit. So when you change the value, it changes for both. So you need to make a new key.
Let me be clear: This is NOT a bug. But it isn't obvious either, and most modders do not bother with localization, so they get burned by this.
@ArcaneDurandel: Go
Thank you, this explains alot of the data editor's behavior. The object id is not a key. Changing an objects key cannot be done in the gui.
switch to xml
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