I'm having a difficult time figuring out what ability to base this on. I'd like the player to have a choice between 3-4 weapons at once, all done through the command card with icons like any other ability. Does anyone have any ideas?
I took out my hero unit's default weapon. I created two behavior-based abilities: one for the default weapon, another for the second weapon, and flagged them as "toggle." I then created one buff behavior for each ability that modified the unit's weapon and disabled the other weapon and behavior.
To summarize:
Default Weapon Ability w/ toggle flag (behavior-based)
---Buff behavior giving default weapon to unit, disabling weapon 2 and behavior 2
---Button 1 for ability
Weapon 2 ability w/ toggle flag (behavior-based)
---Buff behavior giving weapon 2 to unit, disabling weapon 1 and behavior 1
---Button 2 for ability
Should I have any other behaviors? Anything else flagged?
Try using an Effect - Instant ability that applies the behaviour and removes the others? Though with your method it sounds more like you are forgetting to add the off button to the command card. For only two weapons have the unit with a behaviour constantly that is disabled by the second weapon behaviour added by the ability. Look at the example map I posted.
I reviewed your example map but thought that the "off" button/behavior did not apply for my ability. I will implement it and take another look. Thanks!
EDIT: Also, what are those cost - charge - link, cost - cooldown - link, damage response - link, etc. fields? I don't have anything there. What kind of behavior should I apply there? I see that you have something there for your map (DefenseModeOn), but none of my behaviors come up on those fields' lists.
EDIT 2: I added another button to the ability's "commands - default button" field (one for "turn off," one for "turn on"), but the problem seems to persist. I'm not really understanding the function of the on/off behaviors. I'm also planning on having three weapons/abilities, but for now, I'd like to see how to pull two of them off.
any way to add a cast time to a ability - behavior? I would use effect but they dont work so well with a toggle cloak ability. Or being able to stall the behavior - buff that makes you cloaked when you use the ability for say 3 seconds. I played with durations, period, and cooldowns and still no luck (Cooldowns dont seem to work on a toggle ability niether)
Cost - Charge - Link is if you want this ability to share a pool of charges with other abilities or effects, the same applies to Cost - Cooldown - Link but for cooldown. There is no such thing as a Damage Response - Link. You do not apply effects to them they are just strings used as a reference if you want to link the stuff together so that several abilities, effects or behaviours share the same cooldown or if you use a charge from one it reduces that of another as well. If you save your map without putting something in that field it should default to something like Abil/id which next time you load becomes the name of your ability.
The one button adds the behaviour the other removes it like ghost cloak. In the command card of the unit you will find in the Ability Command field you will find there are two options, sure you have linked your other button in the command card to the off button? For three or more weapons the Behavior ability method is not suitable and I advise doing it as I mentioned previously using an Effect - Instant ability that has a Set effect linked to an Apply Behavior and a Remove Behavior effect. The apply behavior adds your new weapon behaviour while the remove behavior removes those of all the other choices of weapon.
No way to add a cast time without a work around where the button you press is an Effect - Instant that has a cast time which then uses an Issue Order effect to use your hidden Behavior ability. As far as I know the cooldown only applies when turning off the ability.
with the way i have cloak setup everything seems to be working fine except i cant remove stealth while attacking :\ plus the the 2 command card buttons had to be in the same slot but that doesnt really matter.
Edit: Plus also like to able to cast steath while moving without it being interrupted cant seem to figure that out either >< if i check the interruptiple flag - cast it stops the unit from moving and i if dont he can move but interrupts the ability. and yeah I did allow movement/transient flags but that dont work niether.
lol well the trasient flag seems to disable the cast time for some reason, acts as if there was no cast.
My cloaked behavior already has that disableing validator as well, so stealth is disabled while attacking and is re-enabled when not but cant get out of stealth while attacking via command button (which isnt what i want) and (if this helps) normally all my units will auto attack when in range of an enemy unit. But will not when cloaked. I also disabled if attacking when you decide to go into cloak the unit will automatically stop attacking until ordered to do so.
lol sounds like alot of work just for a simple cloak ability but this is how id like cloak (stealth) to work in my map :\
Edit: oh and btw i forgot to mention, would the fact that my move/attack ability arent on the command card (but of course can still use those abilities) have any effect on this, the unit could get out of stealth when attacking before i did anything with the ability instant - effect and was just a regular behavior ability but now cant.
in the end i just made an apply behavior effect that's used when you use the ability, the behavior has a duration of 3 seconds and its expire effect is the issue order effect. Which just brings up another problem, hiding the command card button for those 3 seconds/until the cloaked behavior is applied. (the decloak button overlaps the apply cloak button)
Edit: could probably just convert back to the single behavior ability, which should fix the decloak attacking problem as well
DrSuperEvil - I used the Effect - Instant method and it works perfectly. How would I apply a cooldown for these three weapons? The cooldown field does not seem to effect it. At this time, there is no cooldown on these three weapon-switching abilities.
On another note, I am using the Immortal's Phase Disrupters attack as a base for one of the weapons. I cannot get the small blue energy animation that comes out of the Immortal's cannons upon firing, though the impact model and sounds are working fine. Is there a way to apply this model to my unit, or is it simply a part of the Immortal's model?
I believe for the cooldowns on ability Cost - Cost - Charge - Link have all the weapon abilties use the same link, whatever you want is fine. Make sure the selection right under it (location) is ability, and that the cooldown field is: Time Use
I'm having a difficult time figuring out what ability to base this on. I'd like the player to have a choice between 3-4 weapons at once, all done through the command card with icons like any other ability. Does anyone have any ideas?
create an unit without weapon
have abilities to remove add behaviors and then add the weapons via behaviors. have a look at the secret mission. it is done there with the fat robot
edit: ARES
Here is a demo map of mine where I use that concept. This thread has already covered this topic: http://forums.sc2mapster.com/development/data/22646-help-specific-unit-upgrades/#p5
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 am using the ARES method, but I'm losing the ability icon as soon as I click it. It enables the weapon perfectly, but the icon disappears.
How exactly are you implementing this method?
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 took out my hero unit's default weapon. I created two behavior-based abilities: one for the default weapon, another for the second weapon, and flagged them as "toggle." I then created one buff behavior for each ability that modified the unit's weapon and disabled the other weapon and behavior.
To summarize:
Default Weapon Ability w/ toggle flag (behavior-based)
---Buff behavior giving default weapon to unit, disabling weapon 2 and behavior 2
---Button 1 for ability
Weapon 2 ability w/ toggle flag (behavior-based)
---Buff behavior giving weapon 2 to unit, disabling weapon 1 and behavior 1
---Button 2 for ability
Should I have any other behaviors? Anything else flagged?
Try using an Effect - Instant ability that applies the behaviour and removes the others? Though with your method it sounds more like you are forgetting to add the off button to the command card. For only two weapons have the unit with a behaviour constantly that is disabled by the second weapon behaviour added by the ability. Look at the example map I posted.
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 reviewed your example map but thought that the "off" button/behavior did not apply for my ability. I will implement it and take another look. Thanks!
EDIT: Also, what are those cost - charge - link, cost - cooldown - link, damage response - link, etc. fields? I don't have anything there. What kind of behavior should I apply there? I see that you have something there for your map (DefenseModeOn), but none of my behaviors come up on those fields' lists.
EDIT 2: I added another button to the ability's "commands - default button" field (one for "turn off," one for "turn on"), but the problem seems to persist. I'm not really understanding the function of the on/off behaviors. I'm also planning on having three weapons/abilities, but for now, I'd like to see how to pull two of them off.
@DrSuperEvil: Go
any way to add a cast time to a ability - behavior? I would use effect but they dont work so well with a toggle cloak ability. Or being able to stall the behavior - buff that makes you cloaked when you use the ability for say 3 seconds. I played with durations, period, and cooldowns and still no luck (Cooldowns dont seem to work on a toggle ability niether)
Cost - Charge - Link is if you want this ability to share a pool of charges with other abilities or effects, the same applies to Cost - Cooldown - Link but for cooldown. There is no such thing as a Damage Response - Link. You do not apply effects to them they are just strings used as a reference if you want to link the stuff together so that several abilities, effects or behaviours share the same cooldown or if you use a charge from one it reduces that of another as well. If you save your map without putting something in that field it should default to something like Abil/
id
which next time you load becomes the name of your ability.The one button adds the behaviour the other removes it like ghost cloak. In the command card of the unit you will find in the Ability Command field you will find there are two options, sure you have linked your other button in the command card to the off button? For three or more weapons the Behavior ability method is not suitable and I advise doing it as I mentioned previously using an Effect - Instant ability that has a Set effect linked to an Apply Behavior and a Remove Behavior effect. The apply behavior adds your new weapon behaviour while the remove behavior removes those of all the other choices of weapon.
No way to add a cast time without a work around where the button you press is an Effect - Instant that has a cast time which then uses an Issue Order effect to use your hidden Behavior ability. As far as I know the cooldown only applies when turning off the ability.
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
@DrSuperEvil: Go
with the way i have cloak setup everything seems to be working fine except i cant remove stealth while attacking :\ plus the the 2 command card buttons had to be in the same slot but that doesnt really matter.
Edit: Plus also like to able to cast steath while moving without it being interrupted cant seem to figure that out either >< if i check the interruptiple flag - cast it stops the unit from moving and i if dont he can move but interrupts the ability. and yeah I did allow movement/transient flags but that dont work niether.
Use the transient flag to move and cast. Just throw in some disabling validators for your stealth behaviour like Caster Not Attacking
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
Whoa whoa whoa, hang on a minute. What "secret mission"? HOW HAVE I NOT HEARD OF THIS???
Great to be back and part of the community again!
He means the Horner05 mission which is unlocked by finding the data disk in 04 by destroying the research lab in the south
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
@DrSuperEvil: Go
lol well the trasient flag seems to disable the cast time for some reason, acts as if there was no cast.
My cloaked behavior already has that disableing validator as well, so stealth is disabled while attacking and is re-enabled when not but cant get out of stealth while attacking via command button (which isnt what i want) and (if this helps) normally all my units will auto attack when in range of an enemy unit. But will not when cloaked. I also disabled if attacking when you decide to go into cloak the unit will automatically stop attacking until ordered to do so.
lol sounds like alot of work just for a simple cloak ability but this is how id like cloak (stealth) to work in my map :\
Edit: oh and btw i forgot to mention, would the fact that my move/attack ability arent on the command card (but of course can still use those abilities) have any effect on this, the unit could get out of stealth when attacking before i did anything with the ability instant - effect and was just a regular behavior ability but now cant.
in the end i just made an apply behavior effect that's used when you use the ability, the behavior has a duration of 3 seconds and its expire effect is the issue order effect. Which just brings up another problem, hiding the command card button for those 3 seconds/until the cloaked behavior is applied. (the decloak button overlaps the apply cloak button)
Edit: could probably just convert back to the single behavior ability, which should fix the decloak attacking problem as well
DrSuperEvil - I used the Effect - Instant method and it works perfectly. How would I apply a cooldown for these three weapons? The cooldown field does not seem to effect it. At this time, there is no cooldown on these three weapon-switching abilities.
On another note, I am using the Immortal's Phase Disrupters attack as a base for one of the weapons. I cannot get the small blue energy animation that comes out of the Immortal's cannons upon firing, though the impact model and sounds are working fine. Is there a way to apply this model to my unit, or is it simply a part of the Immortal's model?
@booseek: Go
I believe for the cooldowns on ability Cost - Cost - Charge - Link have all the weapon abilties use the same link, whatever you want is fine. Make sure the selection right under it (location) is ability, and that the cooldown field is: Time Use
kottonmouthx8 - I did just that, and it works. Thanks!
I replaced the Immortal's launch effect with a modified Archon's impact model and it looks great. I'm starting to understand this editor.
While the site was down made a demo map for it.
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