Lately I have been having problems with a building upgrade I made (specifically the actors). What I've done so far is duplicate a supply depot (with its actor) to be a simple wall. I then created a morph ability that allows the duped supply depot to be upgraded to a better (and different looking) wall. The problem here is the events in the actor. If I merely leave the ability out of the actor, everything works fine but I am left with two models for the wall instead of one. My solution was this in the Event tab of the wall actor:
To me this would seem to be the right anwser, but the problem is that when I do this, there is no model there and the unit is unselectable. The unit is still there, as no other units are allowed to pass through it.
@jwh741: Go You have to add the events to create the new actor when the old one is destroyed. AbilMorph.UpgradetoReinforcedBarricade.Start <- this one should go in the new, upgraded actor, not in the standard one.
I don't know if this is the right way to do this. But to me it looks like you are trying to use two models in one actor. That doesn't seem to work well for me so I usually try to use one actor for each model. For example, use one actor for the first model before upgrading. Then destroy it and use a second actor to create the second model after it is upgraded.
I tried this and it works, but the problem is that the actor disappears while it upgrades. I prefer this over the building disappearing (XD), but I'd like to have a model there at all times.
Lately I have been having problems with a building upgrade I made (specifically the actors). What I've done so far is duplicate a supply depot (with its actor) to be a simple wall. I then created a morph ability that allows the duped supply depot to be upgraded to a better (and different looking) wall. The problem here is the events in the actor. If I merely leave the ability out of the actor, everything works fine but I am left with two models for the wall instead of one. My solution was this in the Event tab of the wall actor:
AbilMorph.UpgradetoReinforcedBarricade.Start Destroy AbilMorph.UpgradetoReinforcedBarricade.Start Create ReinforcedBarricade
To me this would seem to be the right anwser, but the problem is that when I do this, there is no model there and the unit is unselectable. The unit is still there, as no other units are allowed to pass through it.
@jwh741: Go You have to add the events to create the new actor when the old one is destroyed. AbilMorph.UpgradetoReinforcedBarricade.Start <- this one should go in the new, upgraded actor, not in the standard one.
I tried this and ended up with the starting actor being the remaining actor. Could you possibly show me a working example?
@jwh741: Go
I don't know if this is the right way to do this. But to me it looks like you are trying to use two models in one actor. That doesn't seem to work well for me so I usually try to use one actor for each model. For example, use one actor for the first model before upgrading. Then destroy it and use a second actor to create the second model after it is upgraded.
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here
I tried this and it works, but the problem is that the actor disappears while it upgrades. I prefer this over the building disappearing (XD), but I'd like to have a model there at all times.
Just set the event so the creation and destruction occur at different phases of 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