when i saw the title of the thread i read "raven scarabs" and thought "he is trying to use raven's seeker missile as reaver's attack"
turns out i read it wrong, but anyways, you could try that. tweak the seeker so it collides with hills (if you want), and set it as the weapon. maybe it works
also, you could change the model to the SS_Scout projectile (it's a blue light orb)
Make a fusion between carrier and broodlord. Have an internal magazine that the ammo units are not automatically constructed which can be autocast but have the ammo units convert themselves into a missile on attack like the broodlord escourts which then does splash damage on impact.
So far, I've managed to create the unit and the projectile with the Seeker Missile mover (will change later) and an arm magazine ability, though I'm kind of clueless as to how I'd do it from here, Effects are still a tad confusing to me.
I was attempting to create a Behavior for the Scarab that applies a Search Area around the Scarab with an EnumArea(IsEnemy) validator (I'm not even sure that that works how I think it does) that detonates the Scarab and deals all the damage, though I know that'll make the Scarab detonate at the first enemy it encounters if it does work.
The Scarab used to detonate after a while if it didn't reach the target, I suppose the timed life will be done with a Behavior? I'm going to search for the right fields but I assume there's no effect to make the unit suicide itself or deal damage to itself?
Argh, I get so frustrated at this Editor when it screws up over such elementary things; the new Reaver unit I created does not show up on the lists, so I cannot assign it an actor, or anything else for the matter. Using Raw Code makes the Editor erase everything within the field. And when I try to set the unit's name to Reaver, it appears as if it registers the name correctly on the bottom left window, but if I use table view and go to the field, it is empty. Is this supposed to happen?
Use a Launch Missile effect with no ammo unit. That sacrifices the source unit and converts that into the ammo unit.
With your probelm is how are you creating the scarab? Emumerate Area validators check how many other valid target units are around the unit where it searches.
So you want to create a unit and use Issue Order effects to move it in a direction where it detonates after a time?/launch a missule at a specific offset where it detonates upon proximity?
Edit: appear you lack an understanding of the basic editor. Dont use raw data unless you have to because like with strings it defaults to 0 if not a valid value.
No no, I just wanted to create the normal Reaver ability, but I was toying around with other stuff. If you don't have SC1, I think I can explain.
Also, I have to use raw data because the editor does not show the new unit on the lists. How am I supposed to make references to it without both these things? =S
The basic idea would be that the effect creates an unselectable scarab that has ground pathing (and perhaps a differend collide plane). Said scarab would be then issued an order to move to the caster attack taget, iirc, with an effect too. The scarab would have a baneling like suicide ability, and aslo a buff tat applies a timed life. When the scarab reaches the targe, it will commit suicide, but also if the timed life expires too. Lemme try to build one and I will explain in detail.
The problem is that I have no idea how to do any of that, I can look into the Seeker Missile and understand it; the Carrier arm magazine, well, more or less, but not really. What is even harder as a newbie is trying to imagine a Carrier arm magazine, a Brood Lord attack and a Seeker missile all mingled together to create the Reaver attack, it's just kind of impossible for someone at my stage. I'm always wondering, what fields are relevant and what fields are not, how do I go from effect A to effect B, and is the way I made it the right one?... I need to run trial-and-error tests in order to learn, I know, and I'd gladly do it, but my computer is not too fast, it takes ages just to open some stuff, even more to load up the map after going for Test Document, and I don't really have that much time. Sorry for the inconvenience =\
So, if you can explain in detail, step by step, I'll be very much thankful.
[...] It has detailed info on all the abilities and effects needed.
(...)
Needed for what? I imagine the wiki must be great for people who are already into the Editor to figure out the fields without wasting the time to test, even though a few of them remain unknown, but it loses its usefulness for people who are starting: sure I can know what a field does if it's more or less well explained (and not all are), but I still lack the understanding necessary to connect the dots.
So far I've given my main unit an arm magazine, the queue ability and a Launch Scarabs weapon, and the Scarab unit the Broodling Escort weapon just for the sake of testing, but in-game, the weapon lacks a tooltip when you hover the mouse over it and after purchasing a scarab, the game yells at me for trying to «create a missile not in the context of an attack» or something.
Geez, so much time just to get started with an ability. >_<
Also, the weirdest thing happened. I purchased an interceptor for the carrier in the same game and, after a few seconds, the carrier magically gained 4 more interceptors. Does this have anything to do with the cooldowns being linked...?
If you're just starting the data editor I would be inclined to suggest watching a few tutorials (try onetwo's) first to familiarize yourself with it rather than just jumping right in and attempting to make something like this.
If you read the wiki page on the Arm Magazine ability you would know it has a flag that enables the automatic construction of ammo units. Odds are that is enabled.
Now simple problem solving:
Do your ammo units launch from the internal magazine when your unit attacks?
What weapon did you give the ammo units exactly
What is the exact error message.
Edit: I have tested giving the Brood Lord - Broodling Escort weapon to other units and have no error messages at all so the cause must be elsewhere. Do your ammo units have an Attack ability?
Your requirement is simple, base the Arm Magazine ability and main unit weapon on the carrier while the ammo unit is based on the broodling escort unit except the Launch Missile effect just uses a Damage effect on impact based off the siege mode siege tank.
If you're just starting the data editor I would be inclined to suggest watching a few tutorials (try onetwo's) first to familiarize yourself with it rather than just jumping right in and attempting to make something like this.
I don't understand spoken English very well because of accents, but I'll give it a shot, thanks for informing me. If you know of any which has got subtitles... =P
(...)
Do your ammo units launch from the internal magazine when your unit attacks?
Depends on what "launching from an internal magazine" means editor-wise. By that I mean that I'm inclined to say yes, but I do not know if my settings are correct.
Brood Lord - Broodling Escort. Oh and it didn''t have the Attack ability, but now it does. It's still not it, though, and, given the error message, I'm inclined to think that the problem is in the ability itself and not the projectile unit.
«Trying to create a missile directly and not in the context of an attack», I believe. Maybe it has got to do with the scarab being in the projectile folder?
Also, another question. I've copy-pasted the Colossus actor and assigned everything I saw in reference to the Colossus to my new unit, but it still refuses to move its legs. Why? I've seen a similar problem in the most popular map right now: "Squadron Tower Defense"; the creator was equally unable to get his Colossus unit to play the walk animations properly.
In the Arm Magazine ability there is a field called Info - Flags, there is one called external. If that is enabled you do not need to have a Use Magazine effect in your main unit's weapon to release the ammo units (like broodlord).
For the ammo units to attack they need to have an ability called Attack to use weapons.
Weird, just by replacing the interceptor weapon with that of the broodling escort produces no error messages and appears close to perfect for your needs. You must be doing something else that is fundamentally wrong.
What mover you using for your colossus? Is the Turnable flag enabled on the unit?
I set the external flag on, but that only makes the available ammunition not show up.
The unit was using the Ground mover, I changed it to Colossus mover but it does not fix the walk animation, neither does the turnable flag; that one was already enabled. The unit turns correctly, it just doesn't move the colossus's legs.
Additional info: If, after I purchase a scarab, I try to use Attack with the Reaver, it says: "Error".
Here are a few screenshots:
(the mouse was hovering over the weapon, notice how no tooltip shows up)
If you launch them via the Use Magazine effect the magazine must be internal. Lets see your Launch Missile effect since that seems to be the cause of the problem.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I think the problem is in the ability, given that the ability has no effects and the error occurs when the Scarab finishes building.
Anyway, do you mind trying to use my mod in a map? Someone else reported it ordering you to be «taken to a menu which no longer exists»?
Also, how do I get internal magazines to still display ammunition available? It's set to 0 no matter how many I have, like you see in the screenshot.
But I linked the mod so that someone could tell me what I'm doing wrong. Tell me, is it bad to make a new object define default values (I think that's the option, not sure right now)? Because every object for which I tick that option always malfunctions in some way. Remember me saying a unit would not show up on any lists? I had made it define default values. I have this feeling that I might end up duplicating the carrier hangar, make both my current and the duplicated abilities' fields match completely, and the latter will work while the former won't. It's annoying how an editor this complex screws up in such small things.
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Hello!
I was searching for help on making the Reaver attack from the original StarCraft, but I have no idea where to start.
Help is appreciated, thanks in advance!
when i saw the title of the thread i read "raven scarabs" and thought "he is trying to use raven's seeker missile as reaver's attack"
turns out i read it wrong, but anyways, you could try that. tweak the seeker so it collides with hills (if you want), and set it as the weapon. maybe it works
also, you could change the model to the SS_Scout projectile (it's a blue light orb)
Make a fusion between carrier and broodlord. Have an internal magazine that the ammo units are not automatically constructed which can be autocast but have the ammo units convert themselves into a missile on attack like the broodlord escourts which then does splash damage on impact.
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 far, I've managed to create the unit and the projectile with the Seeker Missile mover (will change later) and an arm magazine ability, though I'm kind of clueless as to how I'd do it from here, Effects are still a tad confusing to me.
I was attempting to create a Behavior for the Scarab that applies a Search Area around the Scarab with an EnumArea(IsEnemy) validator (I'm not even sure that that works how I think it does) that detonates the Scarab and deals all the damage, though I know that'll make the Scarab detonate at the first enemy it encounters if it does work.
The Scarab used to detonate after a while if it didn't reach the target, I suppose the timed life will be done with a Behavior? I'm going to search for the right fields but I assume there's no effect to make the unit suicide itself or deal damage to itself?
Argh, I get so frustrated at this Editor when it screws up over such elementary things; the new Reaver unit I created does not show up on the lists, so I cannot assign it an actor, or anything else for the matter. Using Raw Code makes the Editor erase everything within the field. And when I try to set the unit's name to Reaver, it appears as if it registers the name correctly on the bottom left window, but if I use table view and go to the field, it is empty. Is this supposed to happen?
Use a Launch Missile effect with no ammo unit. That sacrifices the source unit and converts that into the ammo unit.
With your probelm is how are you creating the scarab? Emumerate Area validators check how many other valid target units are around the unit where it searches.
So you want to create a unit and use Issue Order effects to move it in a direction where it detonates after a time?/launch a missule at a specific offset where it detonates upon proximity?
Edit: appear you lack an understanding of the basic editor. Dont use raw data unless you have to because like with strings it defaults to 0 if not a valid value.
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
No no, I just wanted to create the normal Reaver ability, but I was toying around with other stuff. If you don't have SC1, I think I can explain.
Also, I have to use raw data because the editor does not show the new unit on the lists. How am I supposed to make references to it without both these things? =S
The basic idea would be that the effect creates an unselectable scarab that has ground pathing (and perhaps a differend collide plane). Said scarab would be then issued an order to move to the caster attack taget, iirc, with an effect too. The scarab would have a baneling like suicide ability, and aslo a buff tat applies a timed life. When the scarab reaches the targe, it will commit suicide, but also if the timed life expires too. Lemme try to build one and I will explain in detail.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
The problem is that I have no idea how to do any of that, I can look into the Seeker Missile and understand it; the Carrier arm magazine, well, more or less, but not really. What is even harder as a newbie is trying to imagine a Carrier arm magazine, a Brood Lord attack and a Seeker missile all mingled together to create the Reaver attack, it's just kind of impossible for someone at my stage. I'm always wondering, what fields are relevant and what fields are not, how do I go from effect A to effect B, and is the way I made it the right one?... I need to run trial-and-error tests in order to learn, I know, and I'd gladly do it, but my computer is not too fast, it takes ages just to open some stuff, even more to load up the map after going for Test Document, and I don't really have that much time. Sorry for the inconvenience =\ So, if you can explain in detail, step by step, I'll be very much thankful.
Checked the wiki out on this site? It has detailed info on all the abilities and effects needed.
Give your main unit an Arm Magazine ability with an internal magazine of your ammo unit (like carrier).
Give it a weapon like the carrier but does not automatically fire that uses a Use Magazine effect (like carrier)
Give the ammo unit a mover of the type Scaler (like the colossus)
Give the ammo unit a weapon that uses a Launch Missile effect that lacks an ammo unit in the field in the effect (like the brood lord escourt)
Make the Launch Missile effect use a Damage effect on impact with splash (like the siege mode siege tank).
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
Needed for what? I imagine the wiki must be great for people who are already into the Editor to figure out the fields without wasting the time to test, even though a few of them remain unknown, but it loses its usefulness for people who are starting: sure I can know what a field does if it's more or less well explained (and not all are), but I still lack the understanding necessary to connect the dots.
So far I've given my main unit an arm magazine, the queue ability and a Launch Scarabs weapon, and the Scarab unit the Broodling Escort weapon just for the sake of testing, but in-game, the weapon lacks a tooltip when you hover the mouse over it and after purchasing a scarab, the game yells at me for trying to «create a missile not in the context of an attack» or something.
Geez, so much time just to get started with an ability. >_<
Also, the weirdest thing happened. I purchased an interceptor for the carrier in the same game and, after a few seconds, the carrier magically gained 4 more interceptors. Does this have anything to do with the cooldowns being linked...?
@Wc3SRui: Go
If you're just starting the data editor I would be inclined to suggest watching a few tutorials (try onetwo's) first to familiarize yourself with it rather than just jumping right in and attempting to make something like this.
If you read the wiki page on the Arm Magazine ability you would know it has a flag that enables the automatic construction of ammo units. Odds are that is enabled.
Now simple problem solving:
Do your ammo units launch from the internal magazine when your unit attacks?
What weapon did you give the ammo units exactly
What is the exact error message.
Edit: I have tested giving the Brood Lord - Broodling Escort weapon to other units and have no error messages at all so the cause must be elsewhere. Do your ammo units have an Attack ability?
Your requirement is simple, base the Arm Magazine ability and main unit weapon on the carrier while the ammo unit is based on the broodling escort unit except the Launch Missile effect just uses a Damage effect on impact based off the siege mode siege tank.
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 don't understand spoken English very well because of accents, but I'll give it a shot, thanks for informing me. If you know of any which has got subtitles... =P
Depends on what "launching from an internal magazine" means editor-wise. By that I mean that I'm inclined to say yes, but I do not know if my settings are correct.
Brood Lord - Broodling Escort. Oh and it didn''t have the Attack ability, but now it does. It's still not it, though, and, given the error message, I'm inclined to think that the problem is in the ability itself and not the projectile unit.
«Trying to create a missile directly and not in the context of an attack», I believe. Maybe it has got to do with the scarab being in the projectile folder?
Also, another question. I've copy-pasted the Colossus actor and assigned everything I saw in reference to the Colossus to my new unit, but it still refuses to move its legs. Why? I've seen a similar problem in the most popular map right now: "Squadron Tower Defense"; the creator was equally unable to get his Colossus unit to play the walk animations properly.
In the Arm Magazine ability there is a field called Info - Flags, there is one called external. If that is enabled you do not need to have a Use Magazine effect in your main unit's weapon to release the ammo units (like broodlord).
For the ammo units to attack they need to have an ability called Attack to use weapons.
Weird, just by replacing the interceptor weapon with that of the broodling escort produces no error messages and appears close to perfect for your needs. You must be doing something else that is fundamentally wrong.
What mover you using for your colossus? Is the Turnable flag enabled on the unit?
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 set the external flag on, but that only makes the available ammunition not show up. The unit was using the Ground mover, I changed it to Colossus mover but it does not fix the walk animation, neither does the turnable flag; that one was already enabled. The unit turns correctly, it just doesn't move the colossus's legs.
Additional info: If, after I purchase a scarab, I try to use Attack with the Reaver, it says: "Error". Here are a few screenshots: (the mouse was hovering over the weapon, notice how no tooltip shows up)
If you launch them via the Use Magazine effect the magazine must be internal. Lets see your Launch Missile effect since that seems to be the cause of the problem.
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 think the problem is in the ability, given that the ability has no effects and the error occurs when the Scarab finishes building. Anyway, do you mind trying to use my mod in a map? Someone else reported it ordering you to be «taken to a menu which no longer exists»? Also, how do I get internal magazines to still display ammunition available? It's set to 0 no matter how many I have, like you see in the screenshot.
Just upload a map with the problem.
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
Ask your brother^^
But I linked the mod so that someone could tell me what I'm doing wrong. Tell me, is it bad to make a new object define default values (I think that's the option, not sure right now)? Because every object for which I tick that option always malfunctions in some way. Remember me saying a unit would not show up on any lists? I had made it define default values. I have this feeling that I might end up duplicating the carrier hangar, make both my current and the duplicated abilities' fields match completely, and the latter will work while the former won't. It's annoying how an editor this complex screws up in such small things.