So, I made a unit that resembles the starcraft 1 queen, and when I use infest on a command center that has low hp, it just changes the owning player to me, and then stays as a command center. Can't get it to change into an infested command center. Any ideas?
For a data only solution you could give the CC a morph to infested CC ability (see spire->greaterspire morph ability) and then just have your queens infested skill issue an order to use that ability. Alternatively you could just have the ability be autocast with a validator.
A lot of terran buildings already respond to a "Colony Infestation" behavior by becoming visibly infested, only a few aren't set up for it (like the missile turret), and all you have to do is add an actor event for those (Behavior.ColonyInfestation.On -> Create InfestationBunker/InfestationEtc/)
Actors use morph start and end events to sometimes determine when they need to be created/destroyed so you have to add those to the unit actors of the unit that morphs and the unit that is morphed into(seige tank, viking).
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So, I made a unit that resembles the starcraft 1 queen, and when I use infest on a command center that has low hp, it just changes the owning player to me, and then stays as a command center. Can't get it to change into an infested command center. Any ideas?
i just used a trigger in SC2BW to delete the command center and create the infested one. i cbf dealing with morphs. they are a pain.
@maverck: Go
Alright, I'l just do that then thanks :D
@Arrace: Go
For a data only solution you could give the CC a morph to infested CC ability (see spire->greaterspire morph ability) and then just have your queens infested skill issue an order to use that ability. Alternatively you could just have the ability be autocast with a validator.
Would you guys know how to add an effect like contaminate to a building indefinitely?
Just go into the behavior/buff's duration and set it to 0. It will exist then until it is removed by an effect or a trigger.
@peranzormal: Go
how do you set it to the unit/building initially? Im not very good with hosting or actor events
just use a Model type actor that is hosted on the Origin attachment point that use created when the behaviour is on and destroyed when it is off.
Use the Fungal Growth actor as inspiration.
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
A lot of terran buildings already respond to a "Colony Infestation" behavior by becoming visibly infested, only a few aren't set up for it (like the missile turret), and all you have to do is add an actor event for those (Behavior.ColonyInfestation.On -> Create InfestationBunker/InfestationEtc/)
Actors use morph start and end events to sometimes determine when they need to be created/destroyed so you have to add those to the unit actors of the unit that morphs and the unit that is morphed into(seige tank, viking).