I am working on a module for melee maps, aiming to simplify controls for new or casual players.
I am now working on a « auto-train » feature : a left-click on a button will train one single unit, while a right-click will activate auto-train.
I started on the SCV.
Yet :
I have create a new button : « SCV train (auto) », by duplication of the « SCV train » button
I have associated this button to the command center control panel
I have create a new «Effect - instant » from scratch called « SCV train (auto) »
I have associated this new effect with the button
I have set the effect to enable auto-cast.
I have set the autocast validator to « Hangar Queue Empty » (not sure if it is correct).
My problems :
Now, I would like to link the effect to the default « SCV train » ability, to allow the training of a scv each time I click on the button. But I don't find where nor how to do this. (I can't find where i can define a « issue order » effect.)
As units have a fixed cap on the number of abilities they can have I advise you take that into consideration. Also you assume the Specialize ability (which acts as a multiindex Effect-Instant ability) does not also have autocast.
Use an Issue Order effect.
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Thank you for your answer… but I am starting from ground and nothing seems to work.
Even the second button I made do not appear in the command center…
I have spend all my afternoon to make something as easy as that… so frustrating. ^^
So lets (re)start from the beginning…
Is there something to do to activate my button ? (Do I have to link it to an ability yet ?)
Why are there 3 command centers in my unit list ?
Thank you to spend time.
Edit : yes, i had to attach the button to an ability in the control panel of the command center, and the 3 command centers are related to dependencies i guess. I have press a button and now each item do appear only once.
Does the unit have the ability? Is it added to the command card? Does the ability have the command?
Sounds like you modified a melee default.
Just make sure you have placed the correct variant of command centre.
Hi Doctor !
Now the button appear, as I have linked it to the basic « Train SCV » ability.
What do you mean by : « Does the ability have the command? » Do you mean that the ability has been set-up with a default button ? Yes, I did.
I have created an « instant effect » ability (« Train SCV (auto) ») and a « issue order » effect.
The instant effect ability is linked to the « issue order » effect and the « issue order » effect order the basic « Train SCV » ability.
But, for now, I can't add the « Train SCV (auto) » to the abilities of the command center, nor can I link the button of the control panel to this ability.
I don't know why…
I have made big progress, thanks to you !
It almost work !
One problem only is remaining : when I keep the 2 buttons (« Train SCV » and « Train SCV auto ») all is fine ; but when i delete the button for the basic « Train SCV » in the control panel of the command center, i have a graphic bug : the portrait of the scv is not displayed correctly on the production queue of the command center.
Is it a bug, or did i failed something ?
I attach a screenshot of it, as well as my mod as it will be easier to understand.
Some of the default Train abilities have some hard coded issues. Like the zerg one from the liberty campaign has a problem with the production icon of the one slot being a scourge.
If you make a completely new Train ability that is not a copy/dupe does the problem persist?
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You mean like the Locust of a certain zerg unit...
Thought you wanted extra stuff like needs an upgrade to be autocast.
Seems that I never produced a single swarm host in my whole sc2-career ! ;)
But what i wanted (and have now) is a bit different : it is a structure, with a queue, which produce the units and release them as soon as they are ready.
But what i wanted (and have now) is a bit different : it is a structure, with a queue, which produce the units and release them as soon as they are ready.
I'm assuming you're going to use triggers to control the auto casting a bit. This could actually wreck a new player who suddenly has 24 scvs on a 16 saturation command center, or never has enough minerals to upgrade his army of auto trained marines. If I'm understanding the concept correctly.
I'm assuming you're going to use triggers to control the auto casting a bit. This could actually wreck a new player who suddenly has 24 scvs on a 16 saturation command center, or never has enough minerals to upgrade his army of auto trained marines. If I'm understanding the concept correctly.
To be frank, I don't think I will add this kind of control.
I will see what are the feed-back of players playing my map, but my aim is not to make everything automated, but to let the player focus on strategy instead of mechanics. Starting or stopping a production (of vcs or marines) is, from my point of view, a strategical decision.
But what I should do is to give over-numbered workers an idle status, and add a more visual alert for idle workers.
Using a requirement you could do a logic feature using a buff system so command centres automatically disable autocast if the number of workers exceeds the number of minable minerals if ordered to rally at a mineral.
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Using a requirement you could do a logic feature using a buff system so command centres automatically disable autocast if the number of workers exceeds the number of minable minerals if ordered to rally at a mineral.
Thank you. I will use this tip if I change my mind and decide to implement such a feature.
To be frank, I don't think I will add this kind of control.
It's simply my opinion, but as a low APM player, I know it's hard to keep track of what's going on at home while you're protecting an expansion. Often times I will come back to have a stockpile of resources and absolutely no army. So I like the idea. But on the same note, If I come back to find I don't have the resources to tech up but I have a pile of marines that still can't stim, it's equally imba for a novice player.
But if this map is for training purposes, I think a solution you could look at is to have a "Piggy Bank" variable that is the amount of resources that the autocast can't use. This variable can be increased by a certain amount over time. This allows a player to have enough resources to do things they need as they near the mid game mark. But, it also has a side effect of weening a character off relying on the computer to pick up their slack.
It's simply my opinion, but as a low APM player, I know it's hard to keep track of what's going on at home while you're protecting an expansion. Often times I will come back to have a stockpile of resources and absolutely no army. So I like the idea. But on the same note, If I come back to find I don't have the resources to tech up but I have a pile of marines that still can't stim, it's equally imba for a novice player.
But if this map is for training purposes, I think a solution you could look at is to have a "Piggy Bank" variable that is the amount of resources that the autocast can't use. This variable can be increased by a certain amount over time. This allows a player to have enough resources to do things they need as they near the mid game mark. But, it also has a side effect of weening a character off relying on the computer to pick up their slack.
Hi
I think you should not worry by that, since you will probably be supply block long before this happens… (And a feature will be added to warn the player when he is approaching supply block).
Hi
I am working on a module for melee maps, aiming to simplify controls for new or casual players. I am now working on a « auto-train » feature : a left-click on a button will train one single unit, while a right-click will activate auto-train. I started on the SCV.
Yet :
My problems : Now, I would like to link the effect to the default « SCV train » ability, to allow the training of a scv each time I click on the button. But I don't find where nor how to do this. (I can't find where i can define a « issue order » effect.)
Thank you for your help !
As units have a fixed cap on the number of abilities they can have I advise you take that into consideration. Also you assume the Specialize ability (which acts as a multiindex Effect-Instant ability) does not also have autocast.
Use an Issue Order effect.
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
Thank you for your answer… but I am starting from ground and nothing seems to work.
Even the second button I made do not appear in the command center… I have spend all my afternoon to make something as easy as that… so frustrating. ^^
So lets (re)start from the beginning…
Is there something to do to activate my button ? (Do I have to link it to an ability yet ?) Why are there 3 command centers in my unit list ?
Thank you to spend time.
Edit : yes, i had to attach the button to an ability in the control panel of the command center, and the 3 command centers are related to dependencies i guess. I have press a button and now each item do appear only once.
Does the unit have the ability? Is it added to the command card? Does the ability have the command?
Sounds like you modified a melee default.
Just make sure you have placed the correct variant of command centre.
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
Hi Doctor !
Now the button appear, as I have linked it to the basic « Train SCV » ability. What do you mean by : « Does the ability have the command? » Do you mean that the ability has been set-up with a default button ? Yes, I did.
I have created an « instant effect » ability (« Train SCV (auto) ») and a « issue order » effect. The instant effect ability is linked to the « issue order » effect and the « issue order » effect order the basic « Train SCV » ability.
But, for now, I can't add the « Train SCV (auto) » to the abilities of the command center, nor can I link the button of the control panel to this ability. I don't know why…
Not sure what you mean… How can I know which variant is the good one ?
Thank you for your help.
Place one of each you said there were three.
You need to add the ability to the unit then have the command card show the button.
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
Hi Dr !
I have made big progress, thanks to you ! It almost work !
One problem only is remaining : when I keep the 2 buttons (« Train SCV » and « Train SCV auto ») all is fine ; but when i delete the button for the basic « Train SCV » in the control panel of the command center, i have a graphic bug : the portrait of the scv is not displayed correctly on the production queue of the command center. Is it a bug, or did i failed something ?
I attach a screenshot of it, as well as my mod as it will be easier to understand.
Best regards
Some of the default Train abilities have some hard coded issues. Like the zerg one from the liberty campaign has a problem with the production icon of the one slot being a scourge.
If you make a completely new Train ability that is not a copy/dupe does the problem persist?
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
Hi !
Thank you for your answer ! I found a very clean way to solve the problem : seems that the train abilities are in fact auto-castables !
This is the way to access to the option (data editor) :
Open the train ability : (Command Center - Train (Command Center))
» Double-click on the field : (Basic) Ability : Info+
» Double-click on the line of the unit for which you want activate auto-train (SCV)
» Scroll down at the bottom of the page, in the « Info^ - Train - flags^» just check the « Auto-cast » option.
So simple !
You mean like the Locust of a certain zerg unit...
Thought you wanted extra stuff like needs an upgrade to be autocast.
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
Seems that I never produced a single swarm host in my whole sc2-career ! ;)
But what i wanted (and have now) is a bit different : it is a structure, with a queue, which produce the units and release them as soon as they are ready.
I'm assuming you're going to use triggers to control the auto casting a bit. This could actually wreck a new player who suddenly has 24 scvs on a 16 saturation command center, or never has enough minerals to upgrade his army of auto trained marines. If I'm understanding the concept correctly.
To be frank, I don't think I will add this kind of control.
I will see what are the feed-back of players playing my map, but my aim is not to make everything automated, but to let the player focus on strategy instead of mechanics. Starting or stopping a production (of vcs or marines) is, from my point of view, a strategical decision.
But what I should do is to give over-numbered workers an idle status, and add a more visual alert for idle workers.
Thank you for your interest.
Using a requirement you could do a logic feature using a buff system so command centres automatically disable autocast if the number of workers exceeds the number of minable minerals if ordered to rally at a mineral.
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
Thank you. I will use this tip if I change my mind and decide to implement such a feature.
It's simply my opinion, but as a low APM player, I know it's hard to keep track of what's going on at home while you're protecting an expansion. Often times I will come back to have a stockpile of resources and absolutely no army. So I like the idea. But on the same note, If I come back to find I don't have the resources to tech up but I have a pile of marines that still can't stim, it's equally imba for a novice player.
But if this map is for training purposes, I think a solution you could look at is to have a "Piggy Bank" variable that is the amount of resources that the autocast can't use. This variable can be increased by a certain amount over time. This allows a player to have enough resources to do things they need as they near the mid game mark. But, it also has a side effect of weening a character off relying on the computer to pick up their slack.
Hi
I think you should not worry by that, since you will probably be supply block long before this happens… (And a feature will be added to warn the player when he is approaching supply block).
Anyway, you can discuss the futures features of this mod in the « Project Workplace » section : [Mod] Ctrl+eZ : Take the control !
Thank you !