Hi I want to create one upgrade that once it's researched it will change a regular supply depot, bunker and barracks to the infested versions of all of these buildings.. Is this possible and if so how can I do this??
thank you.
Hi, the infestation visuals are tied to the ColonyInfestation behavior by default. Its possible to change it so they appear when the upgrade is completed or make the upgrade turn the behavior on. If you olny want these structures and not the others to be affected I suggest editing these actors to get what you want.
Where the actor event says Behavior.ColonyInfestation.On you change it to Upgrade.YourUpgrade.Add
Sorry but I'm pretty new at the editor and I need a little more help, I found the colony infestation ability but I want it to be an upgrade and not sure how to do that? And also, once it has been researched it will turn All the terran buildings into infested terran buildings and also have the ability's that those infested terran buildings have that allow them to spawn infested marines and etc. Is that possible??
Thank you
@juice950: Go Well, you're lucky, because players can do exactly that in my mod (check my signature link). Have you created a new upgrade for it? That's the first step, create an upgrade and make it avaiable for players somewhere in their tech tree.
And then you have 2 desired efffects, not actually connected to each other. For the infested visuals forget what I said in my previous post, because it would be a pain to do that for all structures. Since most of them already link to the behavior, the best option is to give the behavior for all affected structures and use a validator to activate it only when the upgrade is finished.
For the units you can add them just like you would for any unit. But you have to give them a requirement that checks for the upgrade.
I know it may seem too complicated, but it's not. Just take the time to learn everything. Try it step by step and I'll help you if you get stuck.
Nice I actually just played that map today, very well done. Not sure if you already noticed or have already fixed your science facility building, because when I played it a few days ago when my science facility was destroyed I couldn't rebuild over the same spot that the building once was?
@juice950: Go I know, I've been trying to fix it but I can't get rid of the destroyed base model. Feel free to post suggestions and report bugs on the mod's feedback thread (link in my signature too).
And feel free to copy the data changes you need from there too, just remember to give credit.
Easy fix for science facility go to units/stats/death time and set it to zero and if you can't see death time go to the menu bar of the editor click view then click show advance detail. That will fix that problem. So I added the behavior of colonies infestation to my supply depot but i'm not sure how to make it only appear once the upgrade is finished I know this is only the visual part of it but I"m going to start there. Not sure how to use validators?
@juice950: Go My bad, in this case I think you dont need a validator, because the behavior has a requirement field. Just make a requirement that checks for the upgrade (in the 'USE' field, not the 'SHOW' field) and give it to that behavior. If I remember right not all structures have the proper actor events, so after you get it working you will need to fix those.
Ok so I managed to change the supply depot, barracks and etc buildings to have that infested look on them once the upgrade is complete. Now how do I make it so that once that same upgrade is complete it changes the buildings properties? What I mean by properties is, make it so the units produced from the barracks are no longer marines and marauders but only infested terran and other infested units I choose to add? What kind of effect or ability do I need to create?
thank you
@juice950: Go You add all units to the list just like you would normally. Then you have to edit their requirements. For the units that can't be trained when you finish the upgrade you need to add:
SHOW
Not
-Count Upgrade . YourUpgrade . Completed
For the units that can only be trained when you finish the upgrade you have to define their standard requirements (like tech lab and so on) and also add:
SHOW
-Count Upgrade . YourUpgrade . Completed
This way the original units will disappear from the command card and the new ones will appear.
@SoulFilcher: Go
Nvm I just figured it out thanks for all the help
Can't seem to get rid of my marine in the barracks?? I added the ability train infested monsters to my barracks (this ability allows you to create infested units) and I attached a requirement to that ability to only become available only once my upgrade has been completed. The problem is I can get ride of the marine or any other unit once the upgrade is finished tried to do the
show
-count upgrade. myupgrade.completed
But it doesn't seem to be working my marine is still in the barracks training card and selectable.
Not sure how to link the requirements so the units disappear
@juice950: Go You don't add the requirement to the train ability itself, but to each entry in that ability. Open the marine entry in the barrack's trai ability, you will see it doesn't have a requirement, that's where you must place the new requirement. Check the other entries, each unit uses a requirement, somtimes the same requirement (like marauders and reapers). And its 'Not - count upgrade completed' You have to add a 'Not' type of requirement and then add the 'counr upgrade' to it.
Ye I just realized that thanks, now I'm just trying to figure out where the tech lab and reactor requirements are so i can add that so they disappear as well.
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Hi I want to create one upgrade that once it's researched it will change a regular supply depot, bunker and barracks to the infested versions of all of these buildings.. Is this possible and if so how can I do this?? thank you.
Hi, the infestation visuals are tied to the ColonyInfestation behavior by default. Its possible to change it so they appear when the upgrade is completed or make the upgrade turn the behavior on. If you olny want these structures and not the others to be affected I suggest editing these actors to get what you want.
Where the actor event says Behavior.ColonyInfestation.On you change it to Upgrade.YourUpgrade.Add
@SoulFilcher: Go
Sorry but I'm pretty new at the editor and I need a little more help, I found the colony infestation ability but I want it to be an upgrade and not sure how to do that? And also, once it has been researched it will turn All the terran buildings into infested terran buildings and also have the ability's that those infested terran buildings have that allow them to spawn infested marines and etc. Is that possible?? Thank you
@juice950: Go Well, you're lucky, because players can do exactly that in my mod (check my signature link). Have you created a new upgrade for it? That's the first step, create an upgrade and make it avaiable for players somewhere in their tech tree.
And then you have 2 desired efffects, not actually connected to each other. For the infested visuals forget what I said in my previous post, because it would be a pain to do that for all structures. Since most of them already link to the behavior, the best option is to give the behavior for all affected structures and use a validator to activate it only when the upgrade is finished.
For the units you can add them just like you would for any unit. But you have to give them a requirement that checks for the upgrade.
I know it may seem too complicated, but it's not. Just take the time to learn everything. Try it step by step and I'll help you if you get stuck.
@SoulFilcher: Go
You made sc2 expanded?
@juice950: Go Yeah, all by myself.
@SoulFilcher: Go
Nice I actually just played that map today, very well done. Not sure if you already noticed or have already fixed your science facility building, because when I played it a few days ago when my science facility was destroyed I couldn't rebuild over the same spot that the building once was?
@juice950: Go I know, I've been trying to fix it but I can't get rid of the destroyed base model. Feel free to post suggestions and report bugs on the mod's feedback thread (link in my signature too).
And feel free to copy the data changes you need from there too, just remember to give credit.
@SoulFilcher: Go
Easy fix for science facility go to units/stats/death time and set it to zero and if you can't see death time go to the menu bar of the editor click view then click show advance detail. That will fix that problem. So I added the behavior of colonies infestation to my supply depot but i'm not sure how to make it only appear once the upgrade is finished I know this is only the visual part of it but I"m going to start there. Not sure how to use validators?
@juice950: Go My bad, in this case I think you dont need a validator, because the behavior has a requirement field. Just make a requirement that checks for the upgrade (in the 'USE' field, not the 'SHOW' field) and give it to that behavior. If I remember right not all structures have the proper actor events, so after you get it working you will need to fix those.
@SoulFilcher: Go
Ok so I managed to change the supply depot, barracks and etc buildings to have that infested look on them once the upgrade is complete. Now how do I make it so that once that same upgrade is complete it changes the buildings properties? What I mean by properties is, make it so the units produced from the barracks are no longer marines and marauders but only infested terran and other infested units I choose to add? What kind of effect or ability do I need to create? thank you
@juice950: Go You add all units to the list just like you would normally. Then you have to edit their requirements. For the units that can't be trained when you finish the upgrade you need to add:
SHOW
Not
-Count Upgrade . YourUpgrade . Completed
For the units that can only be trained when you finish the upgrade you have to define their standard requirements (like tech lab and so on) and also add:
SHOW
-Count Upgrade . YourUpgrade . Completed
This way the original units will disappear from the command card and the new ones will appear.
@SoulFilcher: Go Nvm I just figured it out thanks for all the help
Can't seem to get rid of my marine in the barracks?? I added the ability train infested monsters to my barracks (this ability allows you to create infested units) and I attached a requirement to that ability to only become available only once my upgrade has been completed. The problem is I can get ride of the marine or any other unit once the upgrade is finished tried to do the show -count upgrade. myupgrade.completed
But it doesn't seem to be working my marine is still in the barracks training card and selectable.
Not sure how to link the requirements so the units disappear
@SoulFilcher: Go
@juice950: Go You don't add the requirement to the train ability itself, but to each entry in that ability. Open the marine entry in the barrack's trai ability, you will see it doesn't have a requirement, that's where you must place the new requirement. Check the other entries, each unit uses a requirement, somtimes the same requirement (like marauders and reapers). And its 'Not - count upgrade completed' You have to add a 'Not' type of requirement and then add the 'counr upgrade' to it.
@SoulFilcher: Go
Ye I just realized that thanks, now I'm just trying to figure out where the tech lab and reactor requirements are so i can add that so they disappear as well.