Hey there! Has been quite some time since I needed help but now I got something I just can't figure out, mostly because I'm still a pretty big noob when it comes to the data editor :s
Ok so here's what I need help with:
I'm trying to give neutral buildings the "Capture" ability from the Xel'Naga Towers. Means buildings that usually belong to a player are supposed to be neutral and available to the player that has a unit next to it, say like turrets, cannons or sensor towers. I've tried to just add the "Capture Tower" ability to it and modified some other stuff that seemed like it could help in some way, however I couldn't get it working. Would anyone be so kind and help me out here?^^
@FlopTurnReaver: Go How exactly are you trying to do it? If you want to make players able to give that structure orders, you must check the "share command" flag for the abilty. I don't know if thats the real name, but as far as I remember it was something like it.
No I don't want that, it's basically only for buildings that act on their own (without focus fire I guess). So basically the best example I guess would be with the sensor tower that's supposed to work just as a Xel'Naga Tower but with the Sensor Tower ability.
The tower should be neutral. So again, it should be EXACTLY the same as a Xel'Naga Tower, but with the radar ability of the Sensor Tower. If it was easier to modify the XWT to give it the radar ability, that'd be fine too.
@FlopTurnReaver: Go Adding a radar behavior to the XelNaga Tower is definitely easier than anything you would have to do in order to have neutral Sensor Towers that share vision, I guess. It depends on what you need. If the XelNaga Tower with radar is good for you, I say you should go this way.
Yeah I thought that way too at first, I just wanted to change the ability from "Increased Vision Range" to radar, but then I realized that XWT's don't have any abilities and that it's just the normal sight range of a building that gets increased. So I had no idea how to connect the tower capture with the radar ability^^
you know what might work better, depending on how you want to do this, if is you create a unit/ ability that captures said building.
kind of like the engenier *sp* in the CnC games, there are lots of units that could be used for it, could use a terran civilian or some thing, a protoss structure like the odd looking Pylon thats in the Toss missions, could also give the queen an "Infest building" ability that just acts like a capture or some thing.
once again thats all depending on how you want to do it.
I would like to figure out how to give the SCV, Mule, Drone, and Probe a "Capture" ability to change ownership of a structure called "Resource Formation," and be able to cast by just right clicking instead of having to press the ability. How would I go about doing this? I have been trying to figure this out for a week or so but most give me a tutorial that is either a Tower Defense or a Xel'Naga Tower example which is not what I want.
Im not sure about data but if u use trigger u can do something like this:
Event: right mouse button clicked
Condition: unit type of currently selected unit = scv, probe, drone...
Action: Change ownership...
But i would look at the attack ability and see how that is done just by rightclicking.Gonna see this myself when home
Could you just give the tower a behavior that has a periodic effect that searches the area close to it for worker units?
Or like the person above specified, you could do it via triggers. I bet you could specify the "Event" as being "Unit is Issued Order" with the Move ability, and then have conditions to make sure the Unit Type of Triggering Unit is a worker and the Unit Type of "Target Unit for the Order" is a tower. For Actions, I'd have the trigger issue the Triggering Unit to use an ability (not on the command card) on the tower (Target Unit for Order) called "Tower capture" or something like that with a really short range. And then either another trigger can detect when that ability's effect occurs, or you could make the ability itself accomplish the change in ownership.
Hopefully there's a decent idea in there-good luck!
Issue with that is there would be no cast time. What I was thinking of trying it to make an ability with no effect and has a 10 second cast that is interrupt-able and has a validator of being the specified unit. Then create a trigger that has an event when the specific ability is completed to change the ownership. I have not figured this out yet and would need some help.
Ok i made an ability to a marine, so that if u select it and then rightclick on a drone, it changes ownership of the drone after 10 seconds of casting time (that u can cancel if u walk away). This only works on drones now so if u rightclick any other unit the marine will just attack it if enemy of move to it if not.
How to make
Create new effect, type damage, name "Change Unit Owner",with 0 damage and Target:impact location+ to Target Unit.
Go to ability tab, rightclick Ghost-sniper and copy it. Now change some things:
Ability:Cancelable+ - check all boxes
Ability:Smart Validators+ - add Is Drone (or other unit)
Ability:Target Filters+ - Change Biological to Allowed and Structure to Allowed (if u want)
Effect:Effect+ - add the damage effect
Stats:Cast Start Time+ - 10 seconds
Stats:Flags+ - check "Smart"
Stats:Range+ - up to u
Next is a trigger that looks like this:
Event: Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Change Unit Owner effects)
Actions: Unit - Change ownership of (Triggering unti) to player (Damaging player) and Change Color
Now you just add the ability to the unit u want and done
well i sorta browsed through the thread and im not sure if someone already said this, but anyway...
basically you want an ability that, upon right-clicking, changes the owner of a specific unit to the owner of the casting unit?
you could do this without the trigger editor.
create an "effect - target" ability and check the box "smart" in the Stats: Flags. using the effect - target will allow you to set cast times and whatnot.
for the ability's effect use an "apply buff" to the target and set the behavior: Player+ on the buff to be; Effect: (the apply buff effect) Value: Caster
then create an enumerate area validator that checks for specific nearby units and change the search: search filters to only include "player" in the validation search
place the enumerate area validator back into the Behavior: Validators (remove) section of your buff and when the validator detects that there are no valid player SCV, mule, probe, drone, or whatever it will remove the behavior and the controlled unit should revert back to its original owner.
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Hey there! Has been quite some time since I needed help but now I got something I just can't figure out, mostly because I'm still a pretty big noob when it comes to the data editor :s
Ok so here's what I need help with:
I'm trying to give neutral buildings the "Capture" ability from the Xel'Naga Towers. Means buildings that usually belong to a player are supposed to be neutral and available to the player that has a unit next to it, say like turrets, cannons or sensor towers. I've tried to just add the "Capture Tower" ability to it and modified some other stuff that seemed like it could help in some way, however I couldn't get it working. Would anyone be so kind and help me out here?^^
Cheers
@FlopTurnReaver: Go How exactly are you trying to do it? If you want to make players able to give that structure orders, you must check the "share command" flag for the abilty. I don't know if thats the real name, but as far as I remember it was something like it.
No I don't want that, it's basically only for buildings that act on their own (without focus fire I guess). So basically the best example I guess would be with the sensor tower that's supposed to work just as a Xel'Naga Tower but with the Sensor Tower ability.
@FlopTurnReaver: Go Who's the owner of this sensor tower? I think only neutral units can use the Interact abililty.
The tower should be neutral. So again, it should be EXACTLY the same as a Xel'Naga Tower, but with the radar ability of the Sensor Tower. If it was easier to modify the XWT to give it the radar ability, that'd be fine too.
@FlopTurnReaver: Go Adding a radar behavior to the XelNaga Tower is definitely easier than anything you would have to do in order to have neutral Sensor Towers that share vision, I guess. It depends on what you need. If the XelNaga Tower with radar is good for you, I say you should go this way.
Yeah I thought that way too at first, I just wanted to change the ability from "Increased Vision Range" to radar, but then I realized that XWT's don't have any abilities and that it's just the normal sight range of a building that gets increased. So I had no idea how to connect the tower capture with the radar ability^^
Solved a similar problem, here is the example map.
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
Looks kinda confusing but I'll try it with this option^^
Thanks a ton!
you know what might work better, depending on how you want to do this, if is you create a unit/ ability that captures said building.
kind of like the engenier *sp* in the CnC games, there are lots of units that could be used for it, could use a terran civilian or some thing, a protoss structure like the odd looking Pylon thats in the Toss missions, could also give the queen an "Infest building" ability that just acts like a capture or some thing.
once again thats all depending on how you want to do it.
@DrSuperEvil: Go
I would like to figure out how to give the SCV, Mule, Drone, and Probe a "Capture" ability to change ownership of a structure called "Resource Formation," and be able to cast by just right clicking instead of having to press the ability. How would I go about doing this? I have been trying to figure this out for a week or so but most give me a tutorial that is either a Tower Defense or a Xel'Naga Tower example which is not what I want.
wainottrigger
Here use this map for inspiration, it is not toally complete but can do the right click ability stuff.
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
Doesn't help. I guess I'll ask someone else.
@admielke: Go
Im not sure about data but if u use trigger u can do something like this: Event: right mouse button clicked Condition: unit type of currently selected unit = scv, probe, drone... Action: Change ownership...
But i would look at the attack ability and see how that is done just by rightclicking.Gonna see this myself when home
Could you just give the tower a behavior that has a periodic effect that searches the area close to it for worker units?
Or like the person above specified, you could do it via triggers. I bet you could specify the "Event" as being "Unit is Issued Order" with the Move ability, and then have conditions to make sure the Unit Type of Triggering Unit is a worker and the Unit Type of "Target Unit for the Order" is a tower. For Actions, I'd have the trigger issue the Triggering Unit to use an ability (not on the command card) on the tower (Target Unit for Order) called "Tower capture" or something like that with a really short range. And then either another trigger can detect when that ability's effect occurs, or you could make the ability itself accomplish the change in ownership.
Hopefully there's a decent idea in there-good luck!
@LaxSalmon: Go
Issue with that is there would be no cast time. What I was thinking of trying it to make an ability with no effect and has a 10 second cast that is interrupt-able and has a validator of being the specified unit. Then create a trigger that has an event when the specific ability is completed to change the ownership. I have not figured this out yet and would need some help.
Here is a map with my idea implemented-it works, but you'll have to make it look good!
@admielke: Go
Ok i made an ability to a marine, so that if u select it and then rightclick on a drone, it changes ownership of the drone after 10 seconds of casting time (that u can cancel if u walk away). This only works on drones now so if u rightclick any other unit the marine will just attack it if enemy of move to it if not.
How to make
Create new effect, type damage, name "Change Unit Owner",with 0 damage and Target:impact location+ to Target Unit.
Go to ability tab, rightclick Ghost-sniper and copy it. Now change some things:
Ability:Cancelable+ - check all boxes
Ability:Smart Validators+ - add Is Drone (or other unit)
Ability:Target Filters+ - Change Biological to Allowed and Structure to Allowed (if u want)
Effect:Effect+ - add the damage effect
Stats:Cast Start Time+ - 10 seconds
Stats:Flags+ - check "Smart"
Stats:Range+ - up to u
Next is a trigger that looks like this:
Event: Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Change Unit Owner effects)
Actions: Unit - Change ownership of (Triggering unti) to player (Damaging player) and Change Color
Now you just add the ability to the unit u want and done
well i sorta browsed through the thread and im not sure if someone already said this, but anyway...
basically you want an ability that, upon right-clicking, changes the owner of a specific unit to the owner of the casting unit? you could do this without the trigger editor.
create an "effect - target" ability and check the box "smart" in the Stats: Flags. using the effect - target will allow you to set cast times and whatnot.
for the ability's effect use an "apply buff" to the target and set the behavior: Player+ on the buff to be; Effect: (the apply buff effect) Value: Caster
then create an enumerate area validator that checks for specific nearby units and change the search: search filters to only include "player" in the validation search
place the enumerate area validator back into the Behavior: Validators (remove) section of your buff and when the validator detects that there are no valid player SCV, mule, probe, drone, or whatever it will remove the behavior and the controlled unit should revert back to its original owner.