I am creating a custom map, but I've hit a wall. In the first phase of my game, it is important to build several supply depots with 1 click. Depots in my game are not built 1 by 1, but are instead placed in groups shaped like tetris blocks. I have a trigger to place them that works fine. It uses the mouse clicked position to create a depot at that point, and then creates other depots using an offset from that point. Now I need to find a way to display the supply depot placement model at my cursor position while selecting a building location. The mouse moved event creates too much lag online. So I found a way to use the Raven Build Auto-Turret ability to create depots. This works great. It shows the placement model of the depot, and the green grid around it, whenever I select the ability. Now I just need to change the model of the 1 supply depot to show more than 1 (depending on the depot shape). Unfortunately there are no models for that. I've seen the ProzaicMuze tutorial for attachments and I think that might be what I need. Maybe I could somehow add another depot using site operations and an offset, but everything related to actors is so confusing. Any help would be GREATLY appreciated. I've tried several work arounds but all have failed. If I can't get this working, I'll have to scrap the project :(
Just use a Model type actors that are created in the right formation at offsets using SOp (Local Offset) SOps on the cursor and then alter the opacity and tint/texture swap them to look right. Also use the SOpBasicScopeFollow SOp so the model follows the cursor.
If in doubt look how the various splat actors are controlled since they are doing what you want but for a single model.
Irony is you could even do the building in pure data. Just have the placement footprint cover all the structures but have the main one have a Buff behaviour that uses Create Unit effects to place the others. Of have the main one construct the others using an Issue Order effect that uses a Build ability on the main one.
They use a Model from the Models data type, the events are the conditions for them doing stuff and the SOps determine where they are created and how they are attached.
I advise looking at the tutorial on attachments by ProzaicMuse, otherwise my example of the splats eg psistorm is sufficient for your issue.
I like your idea of doing it all with data. Unfortunately that is where I'm least experienced. I know how to make the placement footprint that covers all structures in my shape, but I'm not sure how to change the footprint in game. If I use the Raven's Build Auto-Turret ability to place 1 depot with a custom footprint, how can I change it? I have several shapes that would need built, which would require different footprints for each. But the ability will create a depot that has the same footprint every time. If I could change the unit the ability creates then it would be easy. Is that possible?
I respectively disagree I think it is possible, You would need to make multiple Supply Depot units, Then do the attachments to make pre-defined Shapes.
And then make a trigger that picks a number from 1- however many shapes was needed and there ya go, So yes the placement wouldnt be random, but which pre-defined placement could be randomized.
Thanks for the help guys. I was wanting to use one ability, but I don't see how it would be possible. The shapes, or footprints, are all pre-defined, but it needs to switch to a different one after each use. So I would select the place-turret ability, and it would create a footprint of a column of 3 depots to place. Then the next time I select it, it would need to create a different footprint. Lets say a row of three depots. I have something like 30 shapes that it would need to create. I see how to do it with different abilities, but I don't know how I could manage 30 abilities on 1 guy. Especially since I need them all to share the same hotkey.
Ok I tested it with just a couple of shapes. I made an ability for each shape. I used the Hide/Show Ability trigger action whenever an ability is used. That way it only shows 1 ability at a time. This makes it look like there is only 1 ability, but each time it is used it has a different effect. Now I need to find how to fit 30 abilities on the command card. And is it possible to have them all in the same square? Since only 1 is available at a time it seems like it might work. But is this even the most efficient way to do this? This will require a lot of triggers and abilities and... well... everthing!
Maybe have a Effect - Instant ability use Issue Order to use one of the several Build type ability buttons which are not in the command card because the command card has a 64 button cap.
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Can I use just 1 Effect - Instant ability to issue several different orders? I created a new Effect - Instant ability and used Issue Order, but it seems to only allow 1 order. I did find a Switch effect that allows me to do several different effects depending on the case. Seems like this might be helpful. I just don't know how to modify which case is called.
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I am creating a custom map, but I've hit a wall. In the first phase of my game, it is important to build several supply depots with 1 click. Depots in my game are not built 1 by 1, but are instead placed in groups shaped like tetris blocks. I have a trigger to place them that works fine. It uses the mouse clicked position to create a depot at that point, and then creates other depots using an offset from that point. Now I need to find a way to display the supply depot placement model at my cursor position while selecting a building location. The mouse moved event creates too much lag online. So I found a way to use the Raven Build Auto-Turret ability to create depots. This works great. It shows the placement model of the depot, and the green grid around it, whenever I select the ability. Now I just need to change the model of the 1 supply depot to show more than 1 (depending on the depot shape). Unfortunately there are no models for that. I've seen the ProzaicMuze tutorial for attachments and I think that might be what I need. Maybe I could somehow add another depot using site operations and an offset, but everything related to actors is so confusing. Any help would be GREATLY appreciated. I've tried several work arounds but all have failed. If I can't get this working, I'll have to scrap the project :(
Just use a Model type actors that are created in the right formation at offsets using SOp (Local Offset) SOps on the cursor and then alter the opacity and tint/texture swap them to look right. Also use the SOpBasicScopeFollow SOp so the model follows the cursor.
If in doubt look how the various splat actors are controlled since they are doing what you want but for a single model.
Irony is you could even do the building in pure data. Just have the placement footprint cover all the structures but have the main one have a Buff behaviour that uses Create Unit effects to place the others. Of have the main one construct the others using an Issue Order effect that uses a Build ability on the main one.
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 the reply! I'll give this a try. Not really sure how actors work though, so this could be tough.
They use a Model from the Models data type, the events are the conditions for them doing stuff and the SOps determine where they are created and how they are attached.
I advise looking at the tutorial on attachments by ProzaicMuse, otherwise my example of the splats eg psistorm is sufficient for your issue.
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
I like your idea of doing it all with data. Unfortunately that is where I'm least experienced. I know how to make the placement footprint that covers all structures in my shape, but I'm not sure how to change the footprint in game. If I use the Raven's Build Auto-Turret ability to place 1 depot with a custom footprint, how can I change it? I have several shapes that would need built, which would require different footprints for each. But the ability will create a depot that has the same footprint every time. If I could change the unit the ability creates then it would be easy. Is that possible?
Ah so you want randomized footprints, no that is not possible.
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
I respectively disagree I think it is possible, You would need to make multiple Supply Depot units, Then do the attachments to make pre-defined Shapes.
And then make a trigger that picks a number from 1- however many shapes was needed and there ya go, So yes the placement wouldnt be random, but which pre-defined placement could be randomized.
If I am reading what hes trying to do correctly.
This would also mean using more then one ability.
Think he wants the same ability to be able to place a random conformation and to have the visuals for placement conform to the variation being placed.
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 the help guys. I was wanting to use one ability, but I don't see how it would be possible. The shapes, or footprints, are all pre-defined, but it needs to switch to a different one after each use. So I would select the place-turret ability, and it would create a footprint of a column of 3 depots to place. Then the next time I select it, it would need to create a different footprint. Lets say a row of three depots. I have something like 30 shapes that it would need to create. I see how to do it with different abilities, but I don't know how I could manage 30 abilities on 1 guy. Especially since I need them all to share the same hotkey.
Ok I tested it with just a couple of shapes. I made an ability for each shape. I used the Hide/Show Ability trigger action whenever an ability is used. That way it only shows 1 ability at a time. This makes it look like there is only 1 ability, but each time it is used it has a different effect. Now I need to find how to fit 30 abilities on the command card. And is it possible to have them all in the same square? Since only 1 is available at a time it seems like it might work. But is this even the most efficient way to do this? This will require a lot of triggers and abilities and... well... everthing!
Maybe have a Effect - Instant ability use Issue Order to use one of the several Build type ability buttons which are not in the command card because the command card has a 64 button cap.
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
Can I use just 1 Effect - Instant ability to issue several different orders? I created a new Effect - Instant ability and used Issue Order, but it seems to only allow 1 order. I did find a Switch effect that allows me to do several different effects depending on the case. Seems like this might be helpful. I just don't know how to modify which case is called.