I think this would be a valuable addition to everyone at sc2mapster for shure. Let's make an apple tree. A tree unit that you place on the map. That tree unit spawns at x number of times tinny little apples. They eventually drop on the ground and for an x number of time remain there to be used by a player unit. They can either pick it up for later consuption (if they have an inventory anyway) or restore hp straight up.
I don't know much about data. But I'll none the less try on my side. If you have any thoughts on how to achieve this effect, don't hesitate to post!
Make the tree using lots of Model type actors attached to the Unit type actor. The tree then uses a combination of buffs and a Spawn behaviour similar to the zerg lair and mutated larvae ability of the queen to spawn the units with a Launch Missile effect to do the dropping. The apples growing on the tree is a simple issue of creating the Model type actors on the tree each time a random buff is added as part of the effect tree for determining when they drop off. You can then use the set scale and set tint colour event actions to make the apples grow and ripen. The apples then need a suicide buff similar to timed life but it is validated using a Unit Filter validator that the unit is not hidden (in inventory).
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Dont forget to add a switch effect with 1% chance that the apple turns out to be rotten (change the texture on apple to brownish) and add - health effect instead of +.
btw there is an apple model: Assets\Doodads\Shapes\ShapeApple\ShapeApple.m3
So I created the apple unit (Actor, Unit, Model).
I've got my tree. I created a "Behavior" of type "Spawn".
Added my info array using the lair "Spawn Larva" as a basis.
I added a few off sets. Max Count 6. 1 of delay. Cool.
An apple spawns. But that's it. (not the 6 from max count) Then I noticed.
Hey. The apples are on the ground. That's not what I want. So I played around with the unit's height and figured that a height of 2.75 to 3.25 is what I want for the current tree model. So I set the unit's height back to 0 and went into the actors to set it. So I tried actor creation. Set height. Set position. Set Position (Height). etc....
Nothing. I realize that actor creation is in-game that you see the changes. I did start the game each time to test. Any thoughts?
So I decided to change how I do this. I created a "Buff type behavior" and attached in the "Periodic" field a "Create unit" effect. That "Effect" has an other effect on spawned units. It's a "Modify Unit Effect" It sets the height correctly. But when the apple spawns it appears on the ground and then goes up in the tree. Kinda weird lol. Not only that but my 5 max periods are all spawning on the same offset. I did add quite a few but I don't know how to make it random.
You notice the ability of the queen adds 5 stacks if buffs enabling the second slot on the ingame spawn ability which uses a Launch Missile effect for the spawning. it also removes a buff stack for each spawn. This means you need an Action type actor to determine the launch and impact locations.
As I said in my first post you need to use Model type actors to represent the apples before they fall which are destroyed when the actual missile used by the spawn behaviour is launched.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Sorry I cannot be more helpful as it is a good ambitious project for a beginner. Just I am rather constrained by my time. Still Look at how the Queen - Larva Release (Set) effect functions in the Spawn behaviour. Also note the Hatchery Spawn Mutant Larva requirement.
Alot of the effect types used have pages on them in the wiki giving details of what the fields do.
I have a collective challenge for everyone.
I think this would be a valuable addition to everyone at sc2mapster for shure. Let's make an apple tree. A tree unit that you place on the map. That tree unit spawns at x number of times tinny little apples. They eventually drop on the ground and for an x number of time remain there to be used by a player unit. They can either pick it up for later consuption (if they have an inventory anyway) or restore hp straight up.
I don't know much about data. But I'll none the less try on my side. If you have any thoughts on how to achieve this effect, don't hesitate to post!
Make the tree using lots of Model type actors attached to the Unit type actor. The tree then uses a combination of buffs and a Spawn behaviour similar to the zerg lair and mutated larvae ability of the queen to spawn the units with a Launch Missile effect to do the dropping. The apples growing on the tree is a simple issue of creating the Model type actors on the tree each time a random buff is added as part of the effect tree for determining when they drop off. You can then use the set scale and set tint colour event actions to make the apples grow and ripen. The apples then need a suicide buff similar to timed life but it is validated using a Unit Filter validator that the unit is not hidden (in inventory).
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
Mind if i just say... That's the best idea ever in Mapster history.
@Doubleclick123: Go
So my walker does not count?
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
Dont forget to add a switch effect with 1% chance that the apple turns out to be rotten (change the texture on apple to brownish) and add - health effect instead of +.
btw there is an apple model: Assets\Doodads\Shapes\ShapeApple\ShapeApple.m3
I think no one knows your walker because there is no video for it.
It will be the greatest thing ever :D
Well, so far I was able to get an apple to spawn. Yay!. This will probably take me around a month to figure out. Don't hold your breath :P
So I created the apple unit (Actor, Unit, Model). I've got my tree. I created a "Behavior" of type "Spawn". Added my info array using the lair "Spawn Larva" as a basis. I added a few off sets. Max Count 6. 1 of delay. Cool. An apple spawns. But that's it. (not the 6 from max count) Then I noticed.
Hey. The apples are on the ground. That's not what I want. So I played around with the unit's height and figured that a height of 2.75 to 3.25 is what I want for the current tree model. So I set the unit's height back to 0 and went into the actors to set it. So I tried actor creation. Set height. Set position. Set Position (Height). etc.... Nothing. I realize that actor creation is in-game that you see the changes. I did start the game each time to test. Any thoughts?
So I decided to change how I do this. I created a "Buff type behavior" and attached in the "Periodic" field a "Create unit" effect. That "Effect" has an other effect on spawned units. It's a "Modify Unit Effect" It sets the height correctly. But when the apple spawns it appears on the ground and then goes up in the tree. Kinda weird lol. Not only that but my 5 max periods are all spawning on the same offset. I did add quite a few but I don't know how to make it random.
You notice the ability of the queen adds 5 stacks if buffs enabling the second slot on the ingame spawn ability which uses a Launch Missile effect for the spawning. it also removes a buff stack for each spawn. This means you need an Action type actor to determine the launch and impact locations.
As I said in my first post you need to use Model type actors to represent the apples before they fall which are destroyed when the actual missile used by the spawn behaviour is launched.
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
Yeah sorry. I don't understand this stuff. I don't see where it inter-connects itself. I'll keep trying. Thanks SuperEvil.
Sorry I cannot be more helpful as it is a good ambitious project for a beginner. Just I am rather constrained by my time. Still Look at how the Queen - Larva Release (Set) effect functions in the Spawn behaviour. Also note the Hatchery Spawn Mutant Larva requirement.
Alot of the effect types used have pages on them in the wiki giving details of what the fields do.
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
Thanks for your time Super. I'll keep posting my progress on the understanding of all this.