Removing Build Cost Requirement for Worker copies but not for other Workers
Hello, I am making a mini-module for my map to train a person's response to a structure they have scouted. The module is working. An enemy structure is randomly generated in the fog of war, you scout it (with your worker), and then you build a suitable structure that'll create units that'll best counter the units possibly made from the enemy structure. If you get it right, there is a debug message "correct" and will initiate a new round, if not a debug message will tell you it is not so and will not intiate a new round until you get it right. The data for these counters is personally compiled which is sourced from BNet Help Unit Strong against and Unit Weak against. (cf. Flash Link for the personal compilation)
Now, here is my problem: the workers specialized for the mini-module are SCV copy, Probe copy, and Drone copy. I want them to have no cost requirement for building structures while the SCVs, Probes, and Drones remain to have the regular cost requirements for building structures. You will note if you view my map that the build ability for each worker copy is largely unaltered. You will also note that each worker copy has a norequirement_001 ability behavior that is used with the tech tree requirements, so that there is no problem with tech tree requirements.
in your build abilities they still have their requirements. removing this is simple, clicking the red delete button this, however would remove it from all units that have that ability. my solution would be make a copy of each build ability w/o the requirement and have the worker copies use this new ability.
" You will note if you view my map that the build ability for each worker copy is largely unaltered. You will also note that each worker copy has a norequirement_001 ability behavior that is used with the tech tree requirements, so that there is no problem with tech tree requirements."
Basically, I duplicated the worker build ability, as that was the only choice I had, I think.
1. I duplicated the structures... mainly checking their respective actors only.
2. I duplicated the worker build ability. (no checking needed)
3. I made sure the duplicated worker build ability made these duplicated structures (of step 1). And then I modified the costs, to equal free. It was necessary not to duplicate units at this step because the actors would then be missing, and that you have to link them manually later.
4. a. i. For terran, I had to duplicate each structures build actors. e.g. Barracks Build Actor. ii. I duplicated Terran Construction actor too.
b. i. For zerg, I had to duplicate each structures build actors too. e.g. Spawning Pool Actor. ii. Duplicate Zerg_Building Morph start, and Zerg Construction Progress
c. For protoss, I duplicated protoss building birth. And Protoss Construction.
5. a. I link up actors via events. Look for the line after UnitConstruction.**.Start. Link the Build Actors of Zerg and Terran to the Structure Actors at this line by choosing the Actors radio button from the Custom and looking for the duplicated ** Build Actor Copy.
b. I make sure in events that the .BuildStart corresponds to the duplicated worker build ability.
6. I make sure the duplicated worker has the duplicated ability.
Summary of Actors that needs to be duplicated (for step 4 above)
TERRAN: Terran Construction, (and the other structure + Build)
PROTOSS: Protoss Construction, Protoss Building Birth
ZERG: Zerg_Building Morph Start, Zerg Construction Progress, (and the other strucutre + Build)
If you leave me your contact, I'd be more than happy to let you know how I did this in more detail. (social messenger or whatever, BNet contact, et c.)
Removing Build Cost Requirement for Worker copies but not for other Workers
Hello, I am making a mini-module for my map to train a person's response to a structure they have scouted. The module is working. An enemy structure is randomly generated in the fog of war, you scout it (with your worker), and then you build a suitable structure that'll create units that'll best counter the units possibly made from the enemy structure. If you get it right, there is a debug message "correct" and will initiate a new round, if not a debug message will tell you it is not so and will not intiate a new round until you get it right. The data for these counters is personally compiled which is sourced from BNet Help Unit Strong against and Unit Weak against. (cf. Flash Link for the personal compilation)
Now, here is my problem: the workers specialized for the mini-module are SCV copy, Probe copy, and Drone copy. I want them to have no cost requirement for building structures while the SCVs, Probes, and Drones remain to have the regular cost requirements for building structures. You will note if you view my map that the build ability for each worker copy is largely unaltered. You will also note that each worker copy has a norequirement_001 ability behavior that is used with the tech tree requirements, so that there is no problem with tech tree requirements.
in your build abilities they still have their requirements. removing this is simple, clicking the red delete button this, however would remove it from all units that have that ability. my solution would be make a copy of each build ability w/o the requirement and have the worker copies use this new ability.
Can't open the map up right now, but could you give a brief description of what you actually did to solve it?
Basically, I duplicated the worker build ability, as that was the only choice I had, I think.
1. I duplicated the structures... mainly checking their respective actors only.
2. I duplicated the worker build ability. (no checking needed)
3. I made sure the duplicated worker build ability made these duplicated structures (of step 1). And then I modified the costs, to equal free. It was necessary not to duplicate units at this step because the actors would then be missing, and that you have to link them manually later.
4. a. i. For terran, I had to duplicate each structures build actors. e.g. Barracks Build Actor. ii. I duplicated Terran Construction actor too.
b. i. For zerg, I had to duplicate each structures build actors too. e.g. Spawning Pool Actor. ii. Duplicate Zerg_Building Morph start, and Zerg Construction Progress
c. For protoss, I duplicated protoss building birth. And Protoss Construction.
5. a. I link up actors via events. Look for the line after UnitConstruction.**.Start. Link the Build Actors of Zerg and Terran to the Structure Actors at this line by choosing the Actors radio button from the Custom and looking for the duplicated ** Build Actor Copy.
b. I make sure in events that the .BuildStart corresponds to the duplicated worker build ability.
6. I make sure the duplicated worker has the duplicated ability.
Summary of Actors that needs to be duplicated (for step 4 above)
Had a feeling that is what you would had to do.
Was interested if perhaps you had found an easier work-around :)
Sounds like a lot of work.