Every time I use the skill, it asks me to place it somewhere (instead of doing it automatically), but when I get my cursor from the skillbar to thge map, the cursor changes back to normal gameplay cursor, and I cant place the building.
The only thing the tutorial hasnt told me is what amount should the X and Y coord be for the addons. maybe thats the problem? My main Building is 3x3, my addon is 6x3 (The addon shall be placed in the front of the building).
Since I didn't have the coords, I used -0.5; 3.5 since the Tech Lab coords are 2.5;-0.5 (any I need to shift it relative to the other axis, and shift more than in the Tech Labs case)
The X/Y cords should be under the unit for the addon this sets the centre of where it builds. As they have footprints the addon and the building structure must not compete.
Make sure the Build ability has the Instant Placement flag active
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Build Ability has Instant Placement checked
X/Y coords: I just gave up, set it to X=5;Y=5 to ensure there would be no collision.
Footprints: Removed them from the units, still the same Error.
Maybe it's the AddOn behavior for the AddOn unit. But I made the behavior copying the Tech Lab's Behavior, adding it to AddOn unit (Attached/Detached), but the Behavior is still missing links (Tech Labs behavior has tons of stuff linked to it: The Tech Lab itself [all of them] and a requirement which I have no idea how to link to the behavior)
The addon behaviours for the addons just act as a counter for the Train and Research abilities of the host unit so that the requirement to build the units or research the tech is met.
The footprint is usually the problem just check the one used by the default ones
Build type set to add on?
If my digital peril demo map still works I used an addon based system to make a simple structure.
Thank you for helping! Needed to make a few changes on my own too, and I the way I did it wasn't really elegant (Modifying Footprint 3x3 + 2x2 otherwise it wouldnt work, and setting addon behavior to Tech Lab - Barrracks (didnt work with my custom behavior))
EDIT: Another problem. Bamm. I can'T modify the 3x3 + 2x2 footprint to be a 3x5 one. If I do, the Ability doesn't work anymore. I can modify it to be a 3x3 + 3x2 one. Weird
Hi guys, I have a problem with a custom addon I made today. I didn't do it by myself, I used this http://www.sc2mapster.com/forums/resources/tutorials/3278-data-creating-custom-add-ons/ tutorial, but it doesn't seem to work.
Every time I use the skill, it asks me to place it somewhere (instead of doing it automatically), but when I get my cursor from the skillbar to thge map, the cursor changes back to normal gameplay cursor, and I cant place the building.
The only thing the tutorial hasnt told me is what amount should the X and Y coord be for the addons. maybe thats the problem? My main Building is 3x3, my addon is 6x3 (The addon shall be placed in the front of the building).
Since I didn't have the coords, I used -0.5; 3.5 since the Tech Lab coords are 2.5;-0.5 (any I need to shift it relative to the other axis, and shift more than in the Tech Labs case)
Please help!
The X/Y cords should be under the unit for the addon this sets the centre of where it builds. As they have footprints the addon and the building structure must not compete.
Make sure the Build ability has the Instant Placement flag active
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
Build Ability has Instant Placement checked X/Y coords: I just gave up, set it to X=5;Y=5 to ensure there would be no collision. Footprints: Removed them from the units, still the same Error.
Maybe it's the AddOn behavior for the AddOn unit. But I made the behavior copying the Tech Lab's Behavior, adding it to AddOn unit (Attached/Detached), but the Behavior is still missing links (Tech Labs behavior has tons of stuff linked to it: The Tech Lab itself [all of them] and a requirement which I have no idea how to link to the behavior)
The addon behaviours for the addons just act as a counter for the Train and Research abilities of the host unit so that the requirement to build the units or research the tech is met.
The footprint is usually the problem just check the one used by the default ones
Build type set to add on?
If my digital peril demo map still works I used an addon based system to make a simple structure.
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
Thank you for helping! Needed to make a few changes on my own too, and I the way I did it wasn't really elegant (Modifying Footprint 3x3 + 2x2 otherwise it wouldnt work, and setting addon behavior to Tech Lab - Barrracks (didnt work with my custom behavior))
EDIT: Another problem. Bamm. I can'T modify the 3x3 + 2x2 footprint to be a 3x5 one. If I do, the Ability doesn't work anymore. I can modify it to be a 3x3 + 3x2 one. Weird
Just remember the footprint editor does a half square offset with odd numbers.
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