I made a gate from supply depot. Took me for ever to get it right. Now I got only 1 problem left and been trying for hours to figure it out. Dont know where, how or what I have changed but the units dont pass when the gate(supply) is lowered.
We can't help you directly without a demo map or a list of changes you made.
Generally the Footprints, collision radii and collision plane checklist determine structure placement and unit collision, so check those on the lowered gate unit.
The Supply Depot uses a Morph into an alternate unit to represent the "lowered" version, if you copy the above fields from said unit it should work.
I have found the problem. It is the Footprints. Because my building is small I used 1x1 footprints(underground) and not 2x2(underground) like it was before.
Need to find a way to make it work with 1x1 footprints ...
EDIT:
It seems I found a way around using 1x1 (BlockLOS). Heh :)
I need a help with something. I know it is in the actors-events+ but I have so little knowledge of working in there...
I want to have the supply depot /gate be raised at the start of the game. Right now they all start lowered .
What exactly do I need to change in there to be the way I want it ?
The trigger you're looking for is UnitBirth, and UnitConstruction if they're built by workers.
Depending on the setup there'll be an AnimGroupApply, AnimPlay, AnimBracketStart or ModelSwap event tied to this if both units use the same actor, with the same event tied to AbilMorph.Start
Some units also have different actors for the 2 morph forms, in that case the Art: Model field might differ between the two. Don't forget to add ModelSwap events so the altered model still appears when you want it to.
Do the depots remain lowered or do they play the "raise" animation when placed? Does it only happen when you upgrade to the "gate" structure or does it affect all instances (built, placed in editor etc.)? Are you sure you're not placing the lowered version unit by accident?
You should check the actor for the lowered version, for some reason the events all refer to the opposite morph unit (i.e. the creation event is MorphFrom SupplyDepot instead of MorphTo SupplyDepotLowered), which would also apply to all other morphs of said unit. The same goes for your raised version, but I don't see any events that would apply for your problem. Try changing the ingame name of the lowered unit, that way you can tell which actor is active (the lowered version actor should display the changed name even it's attached to the raised version unit)
Those events are a total mess, I really have no idea why Blizzard did it that way.
Here is what I have. A wall that can be upgraded(morphed) into a Gate( this is the supply depot raised) , it showed as raised when I add it in the map editor .
The gate can be be lowered , morphed into a supply depot lowered. Everything works fine. The building of a wall, the morph, the raise, everything.
Is just that I have some walls on the map already done and a few gates. Those gates, when I try start the map they start as lowered and not as gate raised as it should. But on the map editor they are indeed gate raised as it should be. So somewhere some event must make them to lower or something ?
Rename the lowered unit (just the displayed name, not the ID) to tell whether it's a visual actor bug or something else, report which name displays on the bugged gates here.
Again make sure the preplaced structures actually are the raised version unit by clicking them and reading the name in the editor or even deleting and replacing them, it's possible the lowered version is bugged to appear raised in the editor.
Run units into the glitched structures to test whether they actually are the lowered unit in gameplay terms, if they are it's not an actor bug but a problem with the morph ability. Either the ability is autocast by the preplaced structures, or there's a different effect forcing the morph.
Ya.. in the map editor it looks like it is gate (raised). In the game it is lowered and I can pass units through it. So I guess there is something that makes it instant lower in the game .
When you say "looks like", do you mean only the model or did you actually check the unit name? You can see the internal ID of a selected unit in the bottom-right corner of the Terrain Module. If the ID is that of the lowered version you need to adjust your naming sheme, editor-only text exists for a reason.
If the ID is that of the raised version, check the "lower" morph ability, specifically the Stats: Flags field. The various autocast flags and the "Automatic" one look like possible culprits.
Hello,
I made a gate from supply depot. Took me for ever to get it right. Now I got only 1 problem left and been trying for hours to figure it out. Dont know where, how or what I have changed but the units dont pass when the gate(supply) is lowered.
Can you please help me out ?
We can't help you directly without a demo map or a list of changes you made.
Generally the Footprints, collision radii and collision plane checklist determine structure placement and unit collision, so check those on the lowered gate unit.
The Supply Depot uses a Morph into an alternate unit to represent the "lowered" version, if you copy the above fields from said unit it should work.
I have found the problem. It is the Footprints. Because my building is small I used 1x1 footprints(underground) and not 2x2(underground) like it was before. Need to find a way to make it work with 1x1 footprints ...
EDIT:
It seems I found a way around using 1x1 (BlockLOS). Heh :)
Thank you for your help .
I need a help with something. I know it is in the actors-events+ but I have so little knowledge of working in there... I want to have the supply depot /gate be raised at the start of the game. Right now they all start lowered . What exactly do I need to change in there to be the way I want it ?
The trigger you're looking for is UnitBirth, and UnitConstruction if they're built by workers.
Depending on the setup there'll be an AnimGroupApply, AnimPlay, AnimBracketStart or ModelSwap event tied to this if both units use the same actor, with the same event tied to AbilMorph.Start
Some units also have different actors for the 2 morph forms, in that case the Art: Model field might differ between the two. Don't forget to add ModelSwap events so the altered model still appears when you want it to.
@Photoloss: Go
Here is how the events look: http://postimg.org/image/vys7mufdv/full/ Maybe you can make a sense of it :)
What exactly to modify and what to put in place ?
Do the depots remain lowered or do they play the "raise" animation when placed? Does it only happen when you upgrade to the "gate" structure or does it affect all instances (built, placed in editor etc.)? Are you sure you're not placing the lowered version unit by accident?
You should check the actor for the lowered version, for some reason the events all refer to the opposite morph unit (i.e. the creation event is MorphFrom SupplyDepot instead of MorphTo SupplyDepotLowered), which would also apply to all other morphs of said unit. The same goes for your raised version, but I don't see any events that would apply for your problem. Try changing the ingame name of the lowered unit, that way you can tell which actor is active (the lowered version actor should display the changed name even it's attached to the raised version unit)
Those events are a total mess, I really have no idea why Blizzard did it that way.
@Photoloss: Go
Here is what I have. A wall that can be upgraded(morphed) into a Gate( this is the supply depot raised) , it showed as raised when I add it in the map editor . The gate can be be lowered , morphed into a supply depot lowered. Everything works fine. The building of a wall, the morph, the raise, everything.
Is just that I have some walls on the map already done and a few gates. Those gates, when I try start the map they start as lowered and not as gate raised as it should. But on the map editor they are indeed gate raised as it should be. So somewhere some event must make them to lower or something ?
Rename the lowered unit (just the displayed name, not the ID) to tell whether it's a visual actor bug or something else, report which name displays on the bugged gates here.
Again make sure the preplaced structures actually are the raised version unit by clicking them and reading the name in the editor or even deleting and replacing them, it's possible the lowered version is bugged to appear raised in the editor.
Run units into the glitched structures to test whether they actually are the lowered unit in gameplay terms, if they are it's not an actor bug but a problem with the morph ability. Either the ability is autocast by the preplaced structures, or there's a different effect forcing the morph.
@Photoloss: Go
Ya.. in the map editor it looks like it is gate (raised). In the game it is lowered and I can pass units through it. So I guess there is something that makes it instant lower in the game .
When you say "looks like", do you mean only the model or did you actually check the unit name? You can see the internal ID of a selected unit in the bottom-right corner of the Terrain Module. If the ID is that of the lowered version you need to adjust your naming sheme, editor-only text exists for a reason.
If the ID is that of the raised version, check the "lower" morph ability, specifically the Stats: Flags field. The various autocast flags and the "Automatic" one look like possible culprits.
@Photoloss: Go
The events are so messed because it was a feature already present in the alpha of SC2 and therefore the game engine underwent a lot of revisions
@gorjdesign: Go
Just check out my zerg gate under my data assets for an example gate system.
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
Haven't managed to figure it out so I decided to just drop it and have them as wall from the start.
Thank you anyway .