The idea itself is simple: I want a building that throws capsules (drop pods, sacs, name them as you want) for some resources. I want you to be able to get some troops inside the building and then press the "launch" button and see a capsule fly, crash and those units emerging from it.
The problem is I'm barely able to copy actors, so some help would be appreciated ;P.
You could use the calldown field of the transport effect to enable the sacrifice of units inside the cargo which you could then use to create new ones of the same sort using the create unit effect linked to a use calldown. As for visuals you could borrow alot from the mule calldown.
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So it seems I can't simply "teleport" the units to the objective location? :S
This is what I have in mind:
-Building has rooms for 8 units (like a normal transport)
-You put stuff inside
-When you call the capsule, those units disappear from inside the building, and appear at the target location
My main problems are:
-Making it without triggers (dunno if I can, I've seen wonders with the data editor, so I think I should be able)
-Teleporting the units from inside the building (fine if they're outside, but inside is just a mess)
-The art effect of the falling capsule (could try copying from campaign)
The core of the problem is that I want to load stuff and teleport it, not make new stuff from scratch :S.
Any idea on what base abilities may I base? I'm thinking on MULE/Mercenaries/Updated Barracks, but I'm not sure. How can I, using the data editor, make units teleport?
Also, I would like to launch all units inside the capsule launcher, and not 1 by 1.
You could use the calldown field of the transport effect to enable the sacrifice of units inside the cargo which you could then use to create new ones of the same sort using the create unit effect linked to a use calldown. As for visuals you could borrow alot from the mule calldown.
I tried to make that very same effect, for Zerg, with the amazing Zerg Drop Pods I liked the very instant I saw them in the campaign :P
Now, my structure has a "transport" ability (based on "bunker"), along with Rally and a "launch" ability.
Launching is disabled if there are no units inside.
The actual effect is a simple "effect target" to get a target point.
Then the effect chain goes through shooting a missile up in the air, waiting a bit, then dropping the Amazing Zerg Drop Pod(tm) at the target location.
Getting the units out is an effect of type "use calldown", which is also referenced on the "effect calldown" field of the transport ability.
That's all there is really.
Units don't die just because they are calldowned.
A nuke for example, is basically a unit that suicides itself on impact. Without the "blow up effect" though, it would simply land. (well, the nuke perhaps not, but normal units do)
The only problem however is when you have two or more such structures...
Using calldown one just one of them will, actually, call ALL units in ALL structures.
And, no, I've no idea where that's coming from...
If you have any thoughts, I'm all ears.
"Iterate transport" is either not doing what I think it does (apply an effect to all units inside a transport), or I haven't figured out yet how to use it (wouldn't be the first thing I don't get with this editor).
I also tried a trigger with "unit - move instantly", and, even though it did loop correctly through the transport units, it didn't move them...
If you read the name of the base of iterate transport it is enumerate transport. I was refering to the ability that bunkers use to order units inside them to attack. As for Use Calldown if there is an effect in that effect it sacrifices the units to cast the effect.
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Well, that's exactly what I want to do, celerisk xDDD.
I want to make a building (Spore Cannon probably) be able to load units. Of course, you should be able to unload them, too.
Then that building should have an ability, that may cost energy and/or resources, which launches everything inside into a target location, with the animation of sacs, and leaving a tumor in its place, too.
I want it to be already created units to play with full-energy queens and infestors, and to use troops that became useless against the main enemy ball.
I'm pretty noob with the data editor, so this is giving me a good headache. Maybe we should suggest this for Weekly Data Exercise or something? I'm sure it can be done with just data. If not I'll use triggers, but I'd prefer data.
FWIW, I attached my current best progress.
Perhaps it's going to get somewhere if more people laugh at it? :P
The remaining problem being that you can't really have two or more such structures as calling down the pod on just one calls ALL units from ALL structures...
Other than that, it pretty much works as expected.
Oh, and, if you can't stand the "early" Terran pressure, type "off" as chat command.
The entire base and enemy thing really only comes from being... uh-mmm, yeah, and feeling like doing something more productive.
It's a good way though to see what that Pod Launcher would do in an actual game.
It feels, and looks, just great if you engage the front lines... then rain death from above right behind their lines :P
Well, perhaps the map can help someone to help us? :)
The idea itself is simple: I want a building that throws capsules (drop pods, sacs, name them as you want) for some resources. I want you to be able to get some troops inside the building and then press the "launch" button and see a capsule fly, crash and those units emerging from it.
The problem is I'm barely able to copy actors, so some help would be appreciated ;P.
@Lonami: Go
Im no expert but im guessing you will want to take a good look at the infestor "terran "ability and adjusting its costs to include resources.
and maybe to take a lookat bunkers and see how garrisoning works.
All i can offer I am afraid.
You could use the calldown field of the transport effect to enable the sacrifice of units inside the cargo which you could then use to create new ones of the same sort using the create unit effect linked to a use calldown. As for visuals you could borrow alot from the mule calldown.
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
So it seems I can't simply "teleport" the units to the objective location? :S
This is what I have in mind:
-Building has rooms for 8 units (like a normal transport) -You put stuff inside -When you call the capsule, those units disappear from inside the building, and appear at the target location
My main problems are: -Making it without triggers (dunno if I can, I've seen wonders with the data editor, so I think I should be able) -Teleporting the units from inside the building (fine if they're outside, but inside is just a mess) -The art effect of the falling capsule (could try copying from campaign)
The core of the problem is that I want to load stuff and teleport it, not make new stuff from scratch :S.
Maybe just give the transport ability a very long Stats - Maximum Unload Range and have the calldown capsule like mule uses created on unload?
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'm not sure about that :S.
Any idea on what base abilities may I base? I'm thinking on MULE/Mercenaries/Updated Barracks, but I'm not sure. How can I, using the data editor, make units teleport?
Also, I would like to launch all units inside the capsule launcher, and not 1 by 1.
Not sure if you can teleport out of a cargohold. Might be worth a try using a redirect ability.
Use the actor linked to the mule persistent effect for the drop pod visual.
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 tried to make that very same effect, for Zerg, with the amazing Zerg Drop Pods I liked the very instant I saw them in the campaign :P
Now, my structure has a "transport" ability (based on "bunker"), along with Rally and a "launch" ability. Launching is disabled if there are no units inside.
The actual effect is a simple "effect target" to get a target point. Then the effect chain goes through shooting a missile up in the air, waiting a bit, then dropping the Amazing Zerg Drop Pod(tm) at the target location.
Getting the units out is an effect of type "use calldown", which is also referenced on the "effect calldown" field of the transport ability. That's all there is really.
Units don't die just because they are calldowned. A nuke for example, is basically a unit that suicides itself on impact. Without the "blow up effect" though, it would simply land. (well, the nuke perhaps not, but normal units do)
The only problem however is when you have two or more such structures... Using calldown one just one of them will, actually, call ALL units in ALL structures. And, no, I've no idea where that's coming from... If you have any thoughts, I'm all ears.
Probably not.
"Iterate transport" is either not doing what I think it does (apply an effect to all units inside a transport), or I haven't figured out yet how to use it (wouldn't be the first thing I don't get with this editor).
I also tried a trigger with "unit - move instantly", and, even though it did loop correctly through the transport units, it didn't move them...
If you read the name of the base of iterate transport it is enumerate transport. I was refering to the ability that bunkers use to order units inside them to attack. As for Use Calldown if there is an effect in that effect it sacrifices the units to cast the effect.
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
Well, that's exactly what I want to do, celerisk xDDD.
I want to make a building (Spore Cannon probably) be able to load units. Of course, you should be able to unload them, too.
Then that building should have an ability, that may cost energy and/or resources, which launches everything inside into a target location, with the animation of sacs, and leaving a tumor in its place, too.
I want it to be already created units to play with full-energy queens and infestors, and to use troops that became useless against the main enemy ball.
I'm pretty noob with the data editor, so this is giving me a good headache. Maybe we should suggest this for Weekly Data Exercise or something? I'm sure it can be done with just data. If not I'll use triggers, but I'd prefer data.
FWIW, I attached my current best progress.
Perhaps it's going to get somewhere if more people laugh at it? :P
The remaining problem being that you can't really have two or more such structures as calling down the pod on just one calls ALL units from ALL structures...
Other than that, it pretty much works as expected.
Oh, and, if you can't stand the "early" Terran pressure, type "off" as chat command.
The entire base and enemy thing really only comes from being... uh-mmm, yeah, and feeling like doing something more productive.
It's a good way though to see what that Pod Launcher would do in an actual game.
It feels, and looks, just great if you engage the front lines... then rain death from above right behind their lines :P
Well, perhaps the map can help someone to help us? :)
" this is giving me a good headache "
I hear you. Loud and clear.
Resurrecting this, was busy and couldn't look at it.
I'm a noob with the data editor, but this is how I see it:
Will look at your work later, Celeris.
Bumping this to see if someone know how to fix celerisk's problem :S.