Not sure if this has been answered already but I haven't been able to find a thread on it so far so here goes...
In short I'm trying to make plants that you can plant and they grow over time...
So what I would like to do is create some kind of passive/upgrade that activates in stages on a timer that kicks in as soon as the plant (which is a structure) is complete.
I'd use behaviors that order the plant to morph into a bigger plant. You could set ti based on a timer only or even more complex details, such as how many times the plant has been "watered".
Just have an automatic morph ability with a validator that checks for a behaviour on the unit. The behaviour is a buff that expires after a set time enabling the morph.
Just have an automatic morph ability with a validator that checks for a behavior on the unit. The behavior is a buff that expires after a set time enabling the morph.
Ok, so I went with this method and so far I've set up the buff and even added a timer to it, but I'm not exactly sure how to set up the validator? Is there a good tutorial on how to set it up?
Have a Unit Compare Behavior Count validator that uses the logic function of equal to 0 for your buff, set the buff to have a set duration. Put the validator in the morph anbility and your buff and ability on the unit. Finally set the flag called automatic on your morph ability.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Alright so far I've gotten the buff and the ability in place (Both are made from scratch custom) and they look pretty good...
But, I've encountered a rather odd bug, at least I think it's a bug, basically the morph ability I created is not showing up under the drop down in the Ability: Abilities + field. So I can't actually add the morph ability to the unit, or any unit for that matter.
Facepalm, yeah that was it; was to tired last night to figure it out and when I checked again I found out I forget it. Ty...
Also it works now! Ty for all the help so far this is solved!
Edit: Actually I found one bug, basically the unit is morphing into the unit I want (I can tell cause it properties are changing) but it's scaling is not scaling with the unit its turning into. In other words it stays the same scale as the unit it starts as even when it upgrades.
That is an issue for your events to solve. Try a Set Scale action?
Here's my problem I'm having some trouble linking the actor onto my ability, I'm pretty new to making abilities from scratch...
I guess I'm not sure if I need to connect to the actor through effects or how I can just link to the actor to my ability directly? Probably going to be one of those things that's right in front of me but so far it's been driving me crazy trying to link my actor to my ability.
Look at the roach events. It destroys the old Unit actor and creates a new one. Look at several zerg units that burrow, you will find a pattern for their events. Look at both the burrowed and unburrowed versions.
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You dont need to destroy one actor and create a new one. Standard SC2 units follow that method, but it is totally possible for a unit to morph and keep it's original actor.
You dont need to destroy one actor and create a new one. Standard SC2 units follow that method, but it is totally possible for a unit to morph and keep it's original actor.
Yeah I got it to work :) I found what I needed and used the set scale method in the actors to make the unit grow...
Thanks everybody I think this issue is good for now!
Didn't read entire thread, but I have a system like this 100% working and simple.
The crop unit has a UI - Height: of -2
The crop unit has a behaviour on it by default that expires after x seconds.
An initial effect runs (through the behaviour) which modifies the height of my crop to +2 over y seconds.
x is the length of time it takes the crop to fully mature, and y is typically 1/2 of x.
When the behaviour expires the unit morphs into it's harvestable or, ready, counterpart.
Rollback Post to RevisionRollBack
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Not sure if this has been answered already but I haven't been able to find a thread on it so far so here goes...
In short I'm trying to make plants that you can plant and they grow over time...
So what I would like to do is create some kind of passive/upgrade that activates in stages on a timer that kicks in as soon as the plant (which is a structure) is complete.
Any ideas on how this could be accomplished?
I would probably use behaviors, which use issue order effects to execute hidden research abilities.
I'd use behaviors that order the plant to morph into a bigger plant. You could set ti based on a timer only or even more complex details, such as how many times the plant has been "watered".
Just have an automatic morph ability with a validator that checks for a behaviour on the unit. The behaviour is a buff that expires after a set time enabling the morph.
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
Ok, so I went with this method and so far I've set up the buff and even added a timer to it, but I'm not exactly sure how to set up the validator? Is there a good tutorial on how to set it up?
Also thanks for all the help :)
Have a Unit Compare Behavior Count validator that uses the logic function of equal to 0 for your buff, set the buff to have a set duration. Put the validator in the morph anbility and your buff and ability on the unit. Finally set the flag called automatic on your morph ability.
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
Alright so far I've gotten the buff and the ability in place (Both are made from scratch custom) and they look pretty good...
But, I've encountered a rather odd bug, at least I think it's a bug, basically the morph ability I created is not showing up under the drop down in the Ability: Abilities + field. So I can't actually add the morph ability to the unit, or any unit for that matter.
I can post screen shots if that helps, ty.
Any incites you might have will be appreciated.
Did you by any chance check the Defines Default Values flag for the ability?
Did you give it a default 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
Facepalm, yeah that was it; was to tired last night to figure it out and when I checked again I found out I forget it. Ty...
Also it works now! Ty for all the help so far this is solved!
Edit: Actually I found one bug, basically the unit is morphing into the unit I want (I can tell cause it properties are changing) but it's scaling is not scaling with the unit its turning into. In other words it stays the same scale as the unit it starts as even when it upgrades.
That is an issue for your events to solve. Try a Set Scale action?
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
Here's my problem I'm having some trouble linking the actor onto my ability, I'm pretty new to making abilities from scratch...
I guess I'm not sure if I need to connect to the actor through effects or how I can just link to the actor to my ability directly? Probably going to be one of those things that's right in front of me but so far it's been driving me crazy trying to link my actor to my ability.
Look at the roach events. It destroys the old Unit actor and creates a new one. Look at several zerg units that burrow, you will find a pattern for their events. Look at both the burrowed and unburrowed versions.
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
You dont need to destroy one actor and create a new one. Standard SC2 units follow that method, but it is totally possible for a unit to morph and keep it's original actor.
True, depends what you want.
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 I got it to work :) I found what I needed and used the set scale method in the actors to make the unit grow...
Thanks everybody I think this issue is good for now!
@LitePollution9: Go
Didn't read entire thread, but I have a system like this 100% working and simple.
The crop unit has a UI - Height: of -2
The crop unit has a behaviour on it by default that expires after x seconds.
An initial effect runs (through the behaviour) which modifies the height of my crop to +2 over y seconds.
x is the length of time it takes the crop to fully mature, and y is typically 1/2 of x.
When the behaviour expires the unit morphs into it's harvestable or, ready, counterpart.